2016-01-07 08:17:16 -05:00
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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -04:00
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/*=============================================================================
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PostProcessDOF.cpp: Post process Depth of Field implementation.
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=============================================================================*/
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#include "RendererPrivate.h"
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#include "ScenePrivate.h"
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#include "SceneFilterRendering.h"
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#include "PostProcessBokehDOF.h"
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#include "PostProcessDOF.h"
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#include "PostProcessing.h"
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2014-08-21 06:03:00 -04:00
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#include "SceneUtils.h"
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2014-03-14 14:13:41 -04:00
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/** Encapsulates the DOF setup pixel shader. */
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2015-08-14 11:59:44 -04:00
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// @param FarBlur 0:off, 1:on
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// @param NearBlur 0:off, 1:on, 2:on with Vignette
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template <uint32 FarBlur, uint32 NearBlur>
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2014-03-14 14:13:41 -04:00
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class FPostProcessDOFSetupPS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FPostProcessDOFSetupPS, Global);
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static bool ShouldCache(EShaderPlatform Platform)
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{
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2016-03-16 21:16:51 -04:00
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return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::ES3_1);
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2014-03-14 14:13:41 -04:00
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}
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static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
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{
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2014-06-05 16:38:54 -04:00
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FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028958 on 2016/06/27 by Ben.Woodhouse
Fix for perf issue with GetSingleFinalDataConst
This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.
Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)
#jira UE-26179
Change 3029401 on 2016/06/27 by Rolando.Caloca
DR - More vk logging
Change 3029549 on 2016/06/27 by Uriel.Doyon
Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget.
Fixed crash when disabling texture streaming.
Fixed issue when disabling texture streaming that would make current loaded texture low res.
New logic to prevent retrying to cancel a streaming request more than once.
Pending load request of one extra mip will not be cancelled anymore.
Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
#jira UE-32197
#jira UE-31102
Change 3029837 on 2016/06/27 by David.Hill
Fixed Shutter SM4 not working when using compute shader eye-adaptation
#jira UE-32443
The default eye adaptation value was missing.
Change 3030039 on 2016/06/27 by Uriel.Doyon
Fix for crash when landscape materials are used in the Texture Streaming Build.
#jira UE-32196
Change 3030081 on 2016/06/27 by Uriel.Doyon
Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.
Change 3030401 on 2016/06/28 by Ben.Woodhouse
Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
#jira UE-31238
Change 3030607 on 2016/06/28 by Marc.Olano
Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.
Change 3030627 on 2016/06/28 by Ben.Woodhouse
Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).
Change 3030809 on 2016/06/28 by Marc.Olano
Noise shader function rename & perf improvement.
Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.
Change 3030850 on 2016/06/28 by Marc.Olano
Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.
Change 3030981 on 2016/06/28 by Rolando.Caloca
DR - vk - More logging
Change 3031056 on 2016/06/28 by Marc.Olano
Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map
Change 3031398 on 2016/06/28 by Benjamin.Hyder
updating TM-Shadermodels (correcting Mt Rushmore)
Change 3031441 on 2016/06/28 by Marc.Olano
Use only float version of BBS shader rand function for ES2
Change 3031463 on 2016/06/28 by John.Billon
Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
#Jira UE-32020
Change 3031512 on 2016/06/28 by Zabir.Hoque
Relax clear flags for DX12 RHIs.
Properly flush pending commands before residency is updated.
Change 3031517 on 2016/06/28 by Rolando.Caloca
DR - vk logging using r.Vulkan.DumpLayer
Change 3032359 on 2016/06/29 by Allan.Bentham
Fix mobile shadows crash.
Change 3032431 on 2016/06/29 by Gil.Gribb
Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3032757 on 2016/06/29 by Uriel.Doyon
Fixed global mip bias being applied twice following integration with main.
Change 3033121 on 2016/06/29 by Rolando.Caloca
DR - vk - Logging
Change 3033529 on 2016/06/29 by Daniel.Wright
Null world guard on UReflectionCaptureComponent::ReadbackFromGPU
Change 3033668 on 2016/06/29 by Uriel.Doyon
Grouped texture streaming settings to simplify logic.
New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
#jira UE-32118
Change 3034403 on 2016/06/30 by Rolando.Caloca
DR - Shorten dumped shader debug strings
Change 3034475 on 2016/06/30 by Rolando.Caloca
DR - Missing logging
Change 3034722 on 2016/06/30 by Uriel.Doyon
Improved StreamingAccuracy viewmodes with alpha test and translucent materials
#jira UE-32656
Change 3034797 on 2016/06/30 by Rolando.Caloca
DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again
Change 3034799 on 2016/06/30 by Rolando.Caloca
DR - vk - missed file
Change 3034905 on 2016/06/30 by Rolando.Caloca
DR - vk - Fix for render passes being reused with wrong dimensions
Change 3035503 on 2016/07/01 by Simon.Tovey
Async compute version of translucency lighting volume clear.
Change 3035577 on 2016/07/01 by Marc.Olano
Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.
Change 3035587 on 2016/07/01 by Ben.Woodhouse
Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)
#jira UE-32709
Change 3035618 on 2016/07/01 by Olaf.Piesche
Asset fixes
Change 3035692 on 2016/07/01 by Rolando.Caloca
DR - vk - Deferred deletion queue
Change 3035808 on 2016/07/01 by Rolando.Caloca
DR - vk - Stat for deletion time, fixed some logging
Change 3036012 on 2016/07/01 by John.Billon
Alpha Coverage Preservation
-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
#Jira UE-31986
Change 3036041 on 2016/07/01 by Rolando.Caloca
DR - vk - Fix for 32bit
Change 3036433 on 2016/07/01 by Rolando.Caloca
DR - More vk logging
Change 3036935 on 2016/07/04 by Simon.Tovey
Removing Data Objects
Change 3036942 on 2016/07/04 by Ben.Woodhouse
Fix for decal rendering resource leak
The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.
The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer
This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.
#jira UE-32602
Change 3037563 on 2016/07/05 by Chris.Bunner
HLOD self-shadowing in baked lighting fix.
Change 3037640 on 2016/07/05 by Marcus.Wassmer
Fix bug in USE_GPU_OVERWRITE_CHECKING
Change 3037927 on 2016/07/05 by Rolando.Caloca
DR - Fix touch pads not showing on Vulkan
#jira UE-32062
Change 3038085 on 2016/07/05 by Chris.Bunner
HLOD dynamic shadowing support.
#jira UE-22627
Change 3038209 on 2016/07/05 by Rolando.Caloca
DR - vk - Android compile fix
Change 3038644 on 2016/07/05 by Uriel.Doyon
Added LerpRange that allows to lerp between two rotators without taking the sortest path.
Change 3038820 on 2016/07/05 by Uriel.Doyon
Selecting streaming accuracy view modes will not automatically generate missing visualization data.
Change 3039332 on 2016/07/06 by John.Billon
-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
#Jira UE-31710
Change 3039454 on 2016/07/06 by Simon.Tovey
Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.
Plus a few other edits to remove Curves/DataObjects that I missed in last CL.
Change 3039517 on 2016/07/06 by Gil.Gribb
Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3039587 on 2016/07/06 by Rolando.Caloca
DR - vk logging, submit counter
Change 3039603 on 2016/07/06 by Rolando.Caloca
DR - Allow more samplers on GL4
#jira UE-32628
#jira UE-32744
Change 3039661 on 2016/07/06 by Daniel.Wright
Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
Skylight occlusion tint now applies to specular
Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor
Change 3039960 on 2016/07/06 by Daniel.Wright
Forward renderer initial implementation
* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
* A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
* GBuffer render targets are still allocated
* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures
Change 3040050 on 2016/07/06 by Daniel.Wright
Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps
Change 3040160 on 2016/07/06 by Daniel.Wright
Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space
Change 3040163 on 2016/07/06 by Rolando.Caloca
DR - vk - More logging
Change 3040257 on 2016/07/06 by Daniel.Wright
Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early
Change 3040316 on 2016/07/06 by Daniel.Wright
PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee
Change 3040361 on 2016/07/06 by Daniel.Wright
Fixed TexCreate_UAV being used on translucency volume textures in SM4
Change 3040402 on 2016/07/06 by Rolando.Caloca
DR - vk - Make host mem accesses coherent
Change 3040486 on 2016/07/06 by Daniel.Wright
CIS fixes
Change 3041028 on 2016/07/07 by Gil.Gribb
Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3041235 on 2016/07/07 by Simon.Tovey
Compile fix for FName conflict on UProperty (hopefully).
Change 3041666 on 2016/07/07 by Daniel.Wright
Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume
Change 3041731 on 2016/07/07 by Olaf.Piesche
Adding Niagara to dynamically loaded module list; should fix UE-32915
Change 3042181 on 2016/07/07 by Daniel.Wright
CIS fix
[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
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OutEnvironment.SetDefine(TEXT("MOBILE_SHADING"), IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4) ? 0u : 1u);
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2015-08-14 11:59:44 -04:00
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OutEnvironment.SetDefine(TEXT("NEAR_BLUR"), (uint32)(NearBlur >= 1));
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OutEnvironment.SetDefine(TEXT("DOF_VIGNETTE"), (uint32)(NearBlur == 2));
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OutEnvironment.SetDefine(TEXT("MRT_COUNT"), FarBlur + (NearBlur > 0));
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2014-03-14 14:13:41 -04:00
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}
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/** Default constructor. */
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FPostProcessDOFSetupPS() {}
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public:
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FPostProcessPassParameters PostprocessParameter;
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FDeferredPixelShaderParameters DeferredParameters;
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FShaderParameter DepthOfFieldParams;
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/** Initialization constructor. */
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FPostProcessDOFSetupPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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{
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PostprocessParameter.Bind(Initializer.ParameterMap);
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DeferredParameters.Bind(Initializer.ParameterMap);
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DepthOfFieldParams.Bind(Initializer.ParameterMap,TEXT("DepthOfFieldParams"));
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}
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// FShader interface.
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virtual bool Serialize(FArchive& Ar) override
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{
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bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
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Ar << PostprocessParameter << DeferredParameters << DepthOfFieldParams;
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return bShaderHasOutdatedParameters;
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}
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2014-06-12 07:13:34 -04:00
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void SetParameters(const FRenderingCompositePassContext& Context)
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2014-03-14 14:13:41 -04:00
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{
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const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
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2014-06-12 07:13:34 -04:00
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FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
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2014-03-14 14:13:41 -04:00
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2016-03-16 21:16:51 -04:00
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if (Context.GetFeatureLevel() < ERHIFeatureLevel::SM4)
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{
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// Trying bilin here to attempt to alleviate some issues with 1/4 res input...
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PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear, AM_Border, AM_Border, AM_Clamp>::GetRHI());
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}
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else
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{
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PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point, AM_Border, AM_Border, AM_Clamp>::GetRHI());
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}
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2014-03-14 14:13:41 -04:00
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2014-06-12 07:13:34 -04:00
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DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
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2014-03-14 14:13:41 -04:00
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{
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FVector4 DepthOfFieldParamValues[2];
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FRCPassPostProcessBokehDOF::ComputeDepthOfFieldParams(Context, DepthOfFieldParamValues);
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2014-06-12 07:13:34 -04:00
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SetShaderValueArray(Context.RHICmdList, ShaderRHI, DepthOfFieldParams, DepthOfFieldParamValues, 2);
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2014-03-14 14:13:41 -04:00
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}
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}
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static const TCHAR* GetSourceFilename()
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{
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return TEXT("PostProcessDOF");
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}
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static const TCHAR* GetFunctionName()
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{
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return TEXT("SetupPS");
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}
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2014-03-14 14:13:41 -04:00
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};
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2015-08-14 11:59:44 -04:00
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// #define avoids a lot of code duplication
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#define VARIATION1(A, B) typedef FPostProcessDOFSetupPS<A, B> FPostProcessDOFSetupPS##A##B; \
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IMPLEMENT_SHADER_TYPE2(FPostProcessDOFSetupPS##A##B, SF_Pixel);
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VARIATION1(0, 1) VARIATION1(0, 2)
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VARIATION1(1, 0) VARIATION1(1, 1) VARIATION1(1, 2)
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#undef VARIATION1
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// @param FarBlur 0:off, 1:on
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// @param NearBlur 0:off, 1:on, 2:on with Vignette
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template <uint32 FarBlur, uint32 NearBlur>
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static FShader* SetDOFShaderTempl(const FRenderingCompositePassContext& Context)
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{
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TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
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TShaderMapRef<FPostProcessDOFSetupPS<FarBlur, NearBlur> > PixelShader(Context.GetShaderMap());
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static FGlobalBoundShaderState BoundShaderState;
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SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
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VertexShader->SetParameters(Context);
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PixelShader->SetParameters(Context);
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return *VertexShader;
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}
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2014-03-14 14:13:41 -04:00
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void FRCPassPostProcessDOFSetup::Process(FRenderingCompositePassContext& Context)
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{
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2014-10-20 10:43:43 -04:00
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SCOPED_DRAW_EVENT(Context.RHICmdList, DOFSetup);
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2014-03-14 14:13:41 -04:00
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const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
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if(!InputDesc)
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{
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// input is not hooked up correctly
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return;
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}
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2015-08-14 11:59:44 -04:00
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uint32 NumRenderTargets = (bNearBlur && bFarBlur) ? 2 : 1;
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const FSceneView& View = Context.View;
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const FSceneViewFamily& ViewFamily = *(View.Family);
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2014-08-28 06:22:54 -04:00
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const auto FeatureLevel = Context.GetFeatureLevel();
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auto ShaderMap = Context.GetShaderMap();
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2014-03-14 14:13:41 -04:00
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FIntPoint SrcSize = InputDesc->Extent;
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FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
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// e.g. 4 means the input texture is 4x smaller than the buffer size
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2015-05-29 10:47:57 -04:00
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uint32 ScaleFactor = FSceneRenderTargets::Get(Context.RHICmdList).GetBufferSizeXY().X / SrcSize.X;
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2014-03-14 14:13:41 -04:00
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FIntRect SrcRect = View.ViewRect / ScaleFactor;
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FIntRect DestRect = SrcRect / 2;
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const FSceneRenderTargetItem& DestRenderTarget0 = PassOutputs[0].RequestSurface(Context);
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const FSceneRenderTargetItem& DestRenderTarget1 = (NumRenderTargets == 2) ? PassOutputs[1].RequestSurface(Context) : FSceneRenderTargetItem();
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2014-03-14 14:13:41 -04:00
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// Set the view family's render target/viewport.
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FTextureRHIParamRef RenderTargets[2] =
|
|
|
|
|
{
|
|
|
|
|
DestRenderTarget0.TargetableTexture,
|
|
|
|
|
DestRenderTarget1.TargetableTexture
|
|
|
|
|
};
|
2016-03-16 21:16:51 -04:00
|
|
|
//@todo Ronin find a way to use the same codepath for all platforms.
|
|
|
|
|
const EShaderPlatform ShaderPlatform = GShaderPlatformForFeatureLevel[Context.GetFeatureLevel()];
|
|
|
|
|
if (IsVulkanMobilePlatform(ShaderPlatform))
|
|
|
|
|
{
|
|
|
|
|
SetRenderTargets(Context.RHICmdList, NumRenderTargets, RenderTargets, FTextureRHIParamRef(), ESimpleRenderTargetMode::EClearColorAndDepth, FExclusiveDepthStencil());
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
SetRenderTargets(Context.RHICmdList, NumRenderTargets, RenderTargets, FTextureRHIParamRef(), 0, NULL);
|
|
|
|
|
}
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
FLinearColor ClearColors[2] =
|
|
|
|
|
{
|
|
|
|
|
FLinearColor(0, 0, 0, 0),
|
|
|
|
|
FLinearColor(0, 0, 0, 0)
|
|
|
|
|
};
|
|
|
|
|
// is optimized away if possible (RT size=view size, )
|
2014-06-12 07:13:34 -04:00
|
|
|
Context.RHICmdList.ClearMRT(true, NumRenderTargets, ClearColors, false, 1.0f, false, 0, DestRect);
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2015-08-03 16:46:29 -04:00
|
|
|
Context.SetViewportAndCallRHI(DestRect.Min.X, DestRect.Min.Y, 0.0f, DestRect.Max.X + 1, DestRect.Max.Y + 1, 1.0f );
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
// set the state
|
2014-06-12 07:13:34 -04:00
|
|
|
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
|
|
|
|
|
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
|
|
|
|
|
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2015-08-14 11:59:44 -04:00
|
|
|
const float DOFVignetteSize = FMath::Max(0.0f, View.FinalPostProcessSettings.DepthOfFieldVignetteSize);
|
|
|
|
|
|
|
|
|
|
// todo: test is conservative, with bad content we would waste a bit of performance
|
|
|
|
|
const bool bDOFVignette = bNearBlur && DOFVignetteSize < 200.0f;
|
2015-08-03 16:46:29 -04:00
|
|
|
|
2015-08-14 11:59:44 -04:00
|
|
|
// 0:off, 1:on, 2:on with Vignette
|
|
|
|
|
uint32 NearBlur = 0;
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2015-08-14 11:59:44 -04:00
|
|
|
if(bNearBlur)
|
2015-08-03 16:46:29 -04:00
|
|
|
{
|
2015-08-14 11:59:44 -04:00
|
|
|
NearBlur = (DOFVignetteSize < 200.0f) ? 2 : 1;
|
2015-08-03 16:46:29 -04:00
|
|
|
}
|
2015-08-14 11:59:44 -04:00
|
|
|
}
|
2016-03-16 21:16:51 -04:00
|
|
|
|
2015-08-14 11:59:44 -04:00
|
|
|
FShader* VertexShader = 0;
|
|
|
|
|
|
|
|
|
|
if(bFarBlur)
|
|
|
|
|
{
|
|
|
|
|
switch(NearBlur)
|
2015-08-03 16:46:29 -04:00
|
|
|
{
|
2015-08-14 11:59:44 -04:00
|
|
|
case 0: VertexShader = SetDOFShaderTempl<1, 0>(Context);break;
|
|
|
|
|
case 1: VertexShader = SetDOFShaderTempl<1, 1>(Context);break;
|
|
|
|
|
case 2: VertexShader = SetDOFShaderTempl<1, 2>(Context);break;
|
|
|
|
|
default: check(!"Invalid NearBlur input");
|
2015-08-03 16:46:29 -04:00
|
|
|
}
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2015-08-14 11:59:44 -04:00
|
|
|
switch(NearBlur)
|
|
|
|
|
{
|
|
|
|
|
case 0: check(!"Internal error: In this case we should not run the pass");break;
|
|
|
|
|
case 1: VertexShader = SetDOFShaderTempl<0, 1>(Context);break;
|
|
|
|
|
case 2: VertexShader = SetDOFShaderTempl<0, 2>(Context);break;
|
|
|
|
|
default: check(!"Invalid NearBlur input");
|
|
|
|
|
}
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
2015-08-04 19:33:26 -04:00
|
|
|
DrawPostProcessPass(
|
2014-06-12 07:13:34 -04:00
|
|
|
Context.RHICmdList,
|
2015-08-03 16:46:29 -04:00
|
|
|
0, 0,
|
2014-03-14 14:13:41 -04:00
|
|
|
DestRect.Width() + 1, DestRect.Height() + 1,
|
|
|
|
|
SrcRect.Min.X, SrcRect.Min.Y,
|
|
|
|
|
SrcRect.Width() + 1, SrcRect.Height() + 1,
|
2015-08-03 16:46:29 -04:00
|
|
|
DestRect.Size() + FIntPoint(1, 1),
|
2014-03-14 14:13:41 -04:00
|
|
|
SrcSize,
|
2015-08-14 11:59:44 -04:00
|
|
|
VertexShader,
|
2015-08-04 19:33:26 -04:00
|
|
|
View.StereoPass,
|
|
|
|
|
Context.HasHmdMesh(),
|
2014-03-14 14:13:41 -04:00
|
|
|
EDRF_UseTriangleOptimization);
|
|
|
|
|
|
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2962397)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2962397 on 2016/05/02 by Dmitriy.Dyomin
Fixed: Crash generating LOD for a Landscape
#jira UE-30144
Change 2962367 on 2016/05/01 by Zachary.Wilson
Building lighting on QA-Effects
#jira UE-29618
Change 2962363 on 2016/05/01 by Zachary.Wilson
Updating Reflection Capture Test Content
#jira UE-29618
Change 2962362 on 2016/05/01 by Benjamin.Hyder
Built Lighting in QA-PostProcessing level
#jira UE-29618
Change 2962361 on 2016/05/01 by Zachary.Wilson
Adding testing content for Custom Resolutions and Cubemaps for Sky Cubemaps and Reflection Probes.
#jira UE-29618
Change 2962357 on 2016/05/01 by Benjamin.Hyder
Built Lighting for Tm_SceneTexture
#jira UE-29618
Change 2962356 on 2016/05/01 by Benjamin.Hyder
Adding PlayerStart to TM-TranslucencyLghtingMode map
#jira UE-29618
Change 2962351 on 2016/05/01 by Benjamin.Hyder
Adding high Precision GBuffer Normal Encoding example to TM-Shadermodels
#jira UE-29618
Change 2962349 on 2016/05/01 by Benjamin.Hyder
Correcting Planar Reflection in TM-Shadermodels
#Jira UE-29618
Change 2962348 on 2016/05/01 by Benjamin.Hyder
Adding Planar Reflection Test Case content to TM-Shadermodels
#jira UE-29618
Change 2962347 on 2016/05/01 by Zachary.Wilson
Adding testing content for Dual Normal Clfar Coat Material Expression
#jira UE-29618
Change 2962340 on 2016/05/01 by Zachary.Wilson
Adding testing content for engine scalability (WIP)
#jira UE-29618
Change 2962173 on 2016/04/30 by Ben.Marsh
Fix typo.
Change 2962172 on 2016/04/30 by Ben.Marsh
Disable Vulkan in installed UE4 buids. Build machines don't have the Vulkan SDK installed so they can't generate static libraries for VulkanRHI, so if we try to link against it on user's machines they'll fail due to the missing LIB.
#jira UE-30156
Change 2961782 on 2016/04/29 by Mike.Beach
Guarding against an invalid (null) target for the Blueprint debugger (watch viewer) panel.
#jira UE-30110
Change 2961780 on 2016/04/29 by Mike.Beach
Guarding against interface arrays with null entries (null checking in property editor processing code).
#jira UE-30015
Change 2961580 on 2016/04/29 by Owen.Stupka
#jira UE-29796 Rollback //UE4/Release-4.12/Samples/NotForLicensees/ProtoStar/Content/Blueprints/NickD/StarCoreSliceNick.uasset to revision 2
Change 2961531 on 2016/04/29 by Ryan.Gerleve
Fix for an assert that could occur in monolithic builds when seamless traveling while recording a replay.
#jira UE-22047
Change 2961499 on 2016/04/29 by Marc.Audy
Use accessor instead of variable directly.
#jira UE-00000
Change 2961492 on 2016/04/29 by Chris.Babcock
Android Vulkan dynamic loader with fallback to ES2
- works with either NDK r11c+ or VulkanSDK (does not require .so)
#jira UEPLAT-1249
#jira UEMOB-103
#ue4
#android
Change 2961462 on 2016/04/29 by Chris.Babcock
Fix issue with stripping symbols for non-armv7 architectures
#jira UE-30138
#android
#ue4
Change 2961442 on 2016/04/29 by Marc.Audy
Fix undo/redo of attachment between an IWCE and blueprint constructed component not working
#jira UE-28948
Change 2961400 on 2016/04/29 by Samuel.Proctor
Test assets for FiB test cases.
#jira UE-29618
Change 2961382 on 2016/04/29 by Daniel.Lamb
Fix for shadowed variables.
#jira UE-29470
Change 2961319 on 2016/04/29 by mitchell.wilson
#jira UE-29618 - Adding TM-LandscapeFoliage map
Change 2961278 on 2016/04/29 by Chris.Babcock
Fix 64-bit cast
#jira UE-30132
#ue4
#android
Change 2961263 on 2016/04/29 by Daniel.Lamb
Fixed issue with iterative cooking missing dependent sublevels when checking for dependent timestamps.
#jira UE-29470
Change 2961227 on 2016/04/29 by Taizyd.Korambayil
#jira UE-30068 Resaved Some assets and Updated TexturePool in DefaultEninge.ini
Change 2961208 on 2016/04/29 by Nick.Darnell
UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping.
#jira UE-29919
Change 2961190 on 2016/04/29 by Nick.Darnell
UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping.
#jira UE-29919
Change 2961161 on 2016/04/29 by Gareth.Martin
Added warnings when trying to use the Landscape Visibility Tool without the landscape material having a "Landscape Visibility Mask" node.
#jira UE-30032
Change 2961109 on 2016/04/29 by Keith.Judge
Xbox One - Enable USE_NEW_LOCK_FREE_LISTS, and refactor code to allow VS2015 to compile it (was using a non-standard GCC/Clang behaviour). Lots of duplicated code, but there already was...
#jira UEPLAT-1288
Change 2961055 on 2016/04/29 by Mike.Beach
Mirroring CL 2961019:
Temporarily disabling InitProperties() spawning optimization, as it was causing GC issues.
#jira UE-29940
Change 2961018 on 2016/04/29 by Rolando.Caloca
UE4.12 - Compile fix for shipping
#jira UE-30096
Change 2960921 on 2016/04/29 by Matthew.Griffin
Updated AutoSDK used by Android so that arm64 will build
Change 2960920 on 2016/04/29 by Martin.Wilson
Missing files from 2960847
#jira ue-25715
Change 2960906 on 2016/04/29 by Peter.Sauerbrei
added more explicit message when the deployment fails due to device not on provision
#jira UE-19875
Change 2960869 on 2016/04/29 by Chris.Bunner
Allow custom material nodes to be used with tessellation outputs.
#jira UE-29586
Change 2960847 on 2016/04/29 by Martin.Wilson
Fix setting incorrect animation assets on anim player nodes.
#jira ue-25715
Change 2960842 on 2016/04/29 by Keith.Judge
Xbox One - Remove SetGpuMemoryPriority() call as it turns out most actual game titles are CPU bound, and this is just hurting them.
#jira UEPLAT-1288
Change 2960841 on 2016/04/29 by Keith.Judge
Xbox One - Make temporary buffers last for three frames.
#jira UEPLAT-1288
Change 2960838 on 2016/04/29 by Keith.Judge
Xbox One - Change the MemoryBarrier function to be FORCENOINLINE so that the compiler doesn't reorder writes around it.
#jira UEPLAT-1288
Change 2960834 on 2016/04/29 by Keith.Judge
Xbox One - Change GPUMalloc memory type to write combined, as cached non-coherent caused major UMG flickering issues, and would appear to be unsafe, according to the latest XDK docs.
#jira UEPLAT-1288
Change 2960829 on 2016/04/29 by Keith.Judge
Xbox One - Fix RHIUpdateTexture2D not actually updating the texture. It was silently failing because the GPU_READONLY flag was set on the memory. Grrrrrr!
#jira UEPLAT-1288
Change 2960826 on 2016/04/29 by Keith.Judge
Xbox One - Turn on GSupportsEfficientAsyncCompute and GSupportsParallelOcclusionQueries. Duplcated from Dev-Platform.
#jira UEPLAT-1288
Change 2960820 on 2016/04/29 by Keith.Judge
Xbox One - Replicate Windows critical section changes. Duplicated from Dev-Platform.
#jira UEPLAT-1288
Change 2960819 on 2016/04/29 by Marc.Audy
Owned components are once again referenced by their Owning actor for GC purposes
#jira UE-29131
Change 2960817 on 2016/04/29 by Keith.Judge
Xbox One - Further fix for flickering HUD. Also seems to fix weird bloom when Fast Semantics are enabled. Duplicated from Dev-Platform.
#jira UEPLAT-1288
Change 2960814 on 2016/04/29 by Keith.Judge
Xbox One - Fix crash when creating odd sized textures with initial data. Duplicated from Dev-Platform.
#jira UEPLAT-1288
Change 2960805 on 2016/04/29 by Keith.Judge
Fix .ini.ini filename issue (duplicated fix from Dev-Platform).
#jira UES-2270
Change 2960797 on 2016/04/29 by Mason.Seay
Deleting asset associated with crashing map, just to be safe (neither are needed anymore)
#jira UE-25215
Change 2960793 on 2016/04/29 by Mason.Seay
Deleting map that's causing a crash
#jira UE-25215
Change 2960774 on 2016/04/29 by Robert.Manuszewski
(temp) Fix for missing packages after cooking.
#jira UE-29876
Change 2960747 on 2016/04/29 by Jurre.deBaare
Mac build fixes
#jira abc-123
Change 2960739 on 2016/04/29 by Benn.Gallagher
Use mesh update mode to update cloth rather than whether or not it was rendered.
#jira UE-25934
Change 2960707 on 2016/04/29 by Jurre.deBaare
HLOD cluster dirtying from changes in static mesh component and spline mesh component, required making the HierarchicalLODUtilities Module to have an abstract interface (for dynamic loading in the Engine module)
#jira UE-24378
Change 2960704 on 2016/04/29 by Matthew.Griffin
Added Architectures and GPUArchitectures to UEBuildConfiguration that can be passed through on the UBT command line
Changed Android Tool Chain so that it checks the command line architectures as an additional way to setup which ones to build
Added option to pass architectures on command line when precompiling monolithic targets via UAT (with armv7, arm64 & es2 set for Android for now)
Added code to read precompiled architectures in Rocket build and write out additional Installed Platform Info entries for each one
#jira UEB-560
Change 2960694 on 2016/04/29 by Robert.Manuszewski
Log free disk space when DirectoryWatcher's File Cache fails to move a file.
#jira UE-24660
Change 2960687 on 2016/04/29 by Benn.Gallagher
Demoted eINTERNAL_ERROR (PhysX error code) to warning as we were flagging things too zealously (degenerate poly failing a cook)
#jira UE-30053
Change 2960381 on 2016/04/28 by Chris.Babcock
Handle movie playback not covering full surface
#jira UE-28705
#ue4
#android
Change 2960162 on 2016/04/28 by Ryan.Vance
#jira UE-30099
Re-enabling the occlusion area mask for the Rift. Any Rift HMD's newer than the CB prototype will use the CV1 masks. We'll need to revist this in the future.
We need to ensure we always set the InstancedEyeIndex uniform if it's bound. Otherwise passes that aren't using instanced stereo will resolve their views using an uninitialized variable (translucency).
Change 2960100 on 2016/04/28 by Andrew.Porter
Removing old sub sequences.
#jira UE-29618
Change 2959962 on 2016/04/28 by Peter.Sauerbrei
fix for enabling InApp purchasing not enabling Online Subsystem IOS
#jira UE-25512
Change 2959937 on 2016/04/28 by Patrick.Donovan
Screen aligned UVs test material for QAGame for testing if they work in VR.
#jira UE-29618
Change 2959914 on 2016/04/28 by Dan.Oconnor
Fix for copy paste error, likely of no consequence because nothing calls IsExporting(), found with PVS-Studio by Robert Troughton
#jira UE-30058
Change 2959859 on 2016/04/28 by Ryan.Gerleve
Fix for fatal error crash when loading the default map fails. Now we load a dummy world and request graceful exit in standalone, or shutdown the current play session in PIE.
#jira UE-26634
Change 2959856 on 2016/04/28 by Chris.Babcock
Fix scaling on low-resolution devices in Match3
#jira UE-28706
#ue4
#match3
Change 2959839 on 2016/04/28 by Dan.Oconnor
Fix IsControlCharacter result for 'pop directional isolate' character (u2069), found with PVS-Studio by Robert Troughton
#jira UE-30058
Change 2959836 on 2016/04/28 by Dan.Oconnor
Remove unused local variable, found with PVS-Studio by Robert Troughton
#jira UE-30058
Change 2959829 on 2016/04/28 by Dan.Oconnor
Using OverridePredrawBatchTime and OverridePredrawBatchTime correctly, found with PVS-Studio by Robert Troughton
#jira UE-30058
Change 2959817 on 2016/04/28 by Peter.Sauerbrei
fix for parsing the IOS Device ID
addition of iPhone SE (courtesy davidrpozesky, PR2307)
addition of iPadPro 9.7
#jira UE-21921
Change 2959808 on 2016/04/28 by Nick.Darnell
UBT - Restoring GetModuleFilename to the RulesCompiler but only to deprecate it, and point users at the method they should now be using.
#jira ue-none
Change 2959805 on 2016/04/28 by Chad.Taylor
Merging
//UE4/Dev-VR/Engine/...
to //UE4/Release-4.12/Engine/...
#jira UEBP-188
Change 2959798 on 2016/04/28 by Dan.Oconnor
Manually integrate 2947850, also found with PVS-Studio by Robert Troughton
#jira UE-30058
Change 2959796 on 2016/04/28 by Aaron.McLeran
Duplicating CL 2959785 from //UE4/Dev-Framework
#jira UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances
#tests created new sound cue with concat node with child nodes that don't play sound-instances, concat node continues playing
Change 2959793 on 2016/04/28 by Dan.Oconnor
Fixed setter that did nothing, found with PVS-Studio by Robert Troughton. This code will be removed soon.
#jira UE-30058
Change 2959739 on 2016/04/28 by Ori.Cohen
Remove box2d ensure as it's confusing for legit crashes since it shows up in the end of the log.
#JIRA UE-29932
Change 2959709 on 2016/04/28 by Nick.Darnell
Slate - Menu Stack no longer crashes when forcefully dismissing multiple menus in the stack at once.
#jira UE-30087
Change 2959701 on 2016/04/28 by Nick.Darnell
Slate - The MoviePlayer now has an OnPrepareLoadingScreen callback that modules can hook instead of relying on the PreLoadMap, which depending on when you hook it, you may be before or after the movie player. Therefore to aleviate that ordering problem - if the movie player goes to play a loading screen and one has not yet been configured this callback will be triggered so that hopefully one is supplied.
#jira UE-30085
Change 2959691 on 2016/04/28 by Nick.Darnell
UMG - Fixed Aspect ratios now correctly size the right side of the screen, allowing right anchored content to be fit properly inside the black frame borders.
#jira UE-30084
Change 2959678 on 2016/04/28 by mason.seay
Updated test sound cue asset, as it appeared to be partially filled out. Moved it out of developer folder.
Also rebuilt lighting on associated test map.
#jira UE-29618
Change 2959514 on 2016/04/28 by Aaron.McLeran
Duplicating CL 2959506 from //UE4/Dev-Framework
#jira UE-30000
PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel)
#tests Playing another looping sound on an audio component will stop the previous looping sound.
Change 2959486 on 2016/04/28 by Bob.Tellez
Duplicating CL#2948431 from //Orion/Dev-General
CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE.
#JIRA UE-29625
#tests Ran editor
Change 2959414 on 2016/04/28 by Chad.Taylor
IStereoLayers API and Oculus Rift implementation
#jira UEBP-185
Change 2959395 on 2016/04/28 by Taizyd.Korambayil
#jira UE-29710 Resaved Kite Demo Maps and Audio files to Fix Build Warnings
Change 2959386 on 2016/04/28 by Richard.TalbotWatkin
Replicated from CL 2959360 in //UE4/Dev-Editor/
Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered.
#jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127]
Change 2959377 on 2016/04/28 by Matthew.Griffin
Added 2015 versions of OpenSSL dlls to list of RuntimeDependencies, so that they will be included in the binary build
#jira UE-30024
Change 2959367 on 2016/04/28 by Alexis.Matte
#jira OR-20622
make sure LOD import Materials get map with LOD 0 material index
Change 2959302 on 2016/04/28 by Jamie.Dale
Removed invalid assert
#jira UE-30042
Change 2959263 on 2016/04/28 by Peter.Sauerbrei
fix for virtual joysticks showing up on tvOS
removed usage of ES2 define for tvOS
#jira UE-26122
Change 2959235 on 2016/04/28 by Taizyd.Korambayil
#jira UE-29744 Resaved Vehicle Game maps to Fix Build Warnings
Change 2959177 on 2016/04/28 by Thomas.Sarkanen
Fixed curve names getting incorrectly duplicated when DuplicateObject was called
Fixes crash when trying to convert curves to metadata after newly importing a sequence.
#jira UE-29988 - Crash when converting custom curve to metadata in persona
Change 2959170 on 2016/04/28 by Taizyd.Korambayil
#jira UE-29683 Resaved Maps to Fix Build Warnings
#jira UE-29685
#jira UE-29679
#jira UE-29684
Change 2959154 on 2016/04/28 by Dan.Bullard
Added Media Player assets and added example to TM-ShaderModels.
#jira UE-29618
Change 2959112 on 2016/04/28 by Jamie.Dale
Fixed a long time IME crash that could happen under certain circumtances
#jira OPP-5607
Change 2959086 on 2016/04/28 by Jamie.Dale
Refreshing the editable text layout now makes sure the layout is up-to-date
This addresses some update issues when the widget is being ticked, but not running a layout pass.
#jira UE-30054
Change 2958927 on 2016/04/28 by Phillip.Kavan
[UE-30040] Fix broken editor UI display of values for int32 properties tagged as bitmask fields when the high bit is set.
#jira UE-30040
Change 2958730 on 2016/04/28 by Phillip.Kavan
[UE-23087] Don't apply near-zero delta values while drag-scaling inside the Blueprint editor's preview viewport.
#jira UE-23087
Change 2958566 on 2016/04/27 by Marcus.Wassmer
Fix material preview and PostProcessAmbient
#jira UE-29994
Change 2958459 on 2016/04/27 by mason.seay
Test assets for Sound Class Override
#jira UE-29618
Change 2958399 on 2016/04/27 by Owen.Stupka
#jira UE-29924 Back out CL 2958355, change was in wrong position.
Change 2958395 on 2016/04/27 by Aaron.McLeran
Duplicating CL#2950482 from //UE4/Dev-Framework
#jira FORT-22973 SoundMix Fade Time not fading audio properly
- Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes.
#tests Apply a sound mix using a child sound class with apply-to-children enabled. Sound mix properly interpolates.
Change 2958387 on 2016/04/27 by Aaron.McLeran
Duplicating CL#2954865 from //UE4/Dev-Framework
#jira UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types.
#tests run editor in PIE with HMD connected, audio only plays on PC, then run in VR-Preview with HMD connected, audio plays on HMD audio device
Change 2958381 on 2016/04/27 by Josh.Adams
- Fixed compile error in IOSDeviceHelperMac.cpp
#lockdown nick.penwarden
#jira UE-30037
Change 2958355 on 2016/04/27 by Owen.Stupka
#jira UE-29924 Fix for UAT issues on Mac.
Change 2958351 on 2016/04/27 by Aaron.McLeran
Duplicating CL#2957953 from //UE4/Dev-Framework
#jira UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing.
#tests run audio component with auto-activate, call play, setup notification callback in BP, note that only triggered once
Change 2958344 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29720 Resaved Audio Files to fix NodeGUID Warnings
Change 2958342 on 2016/04/27 by mitchell.wilson
#jira UE-29618 updating shot_002 to fix an issue with snapping.
Change 2958315 on 2016/04/27 by Marc.Audy
No longer use component pooling, but instead spawn Actors for thumbnail display
#jira UE-17453
Change 2958289 on 2016/04/27 by Marc.Audy
Don't crash rerunning construction script on a child actor that belongs to a ownerless child actor component
#jira UE-30033
Change 2958280 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29723 Resaved Maps and Audio Files
Change 2958237 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29687 Resaved Some Assets to Fix Build Warnings
Change 2958176 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29701 Resaved Some Assets to Fix Build Warnings
Change 2958172 on 2016/04/27 by Ori.Cohen
Back out changelist 2955134
#JIRA UE-30030
Change 2958121 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29706 Resaved Some Assets to Fix Build Warnings
Change 2958070 on 2016/04/27 by Peter.Sauerbrei
fix for launch on to tvOS from PC
properly filter out tvOS devices when launching to IOS and vice versa
#jira UE-29928
Change 2958029 on 2016/04/27 by Andrew.Rodham
Fixed SMenuAnchor::bIsCollapsedByParent not being respected
#jira UE-30016
Change 2957962 on 2016/04/27 by Alexis.Matte
#jira UE-29984
Pixel inspector crash
Fix the viewport id
Change 2957908 on 2016/04/27 by Andrew.Rodham
Sequencer: Fixed being unable to render out 4K image sequences using matinee or sequencer
#jira UE-29171
Change 2957880 on 2016/04/27 by Peter.Sauerbrei
fix for metal not being enabled in iOS 8
added some checks for bSupportsResourceOptions in Lock/Unlock
#jira UE-29268
Change 2957860 on 2016/04/27 by Gareth.Martin
Fixed landscape grass not updating when using a material instance as the landscape material and changing parameters
#jira UE-29471
Change 2957833 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29707 Replaced Deprecated Nodes and Resaved Audio Files to Fix Build Warnings
Change 2957805 on 2016/04/27 by Max.Chen
Sequencer: Fix crash in UMG when a property changes and there's no movie scene.
#jira UE-30008
Change 2957803 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29718 Resaved Audio Files and Maps to Fix NodeGuid Warnings
Change 2957799 on 2016/04/27 by Max.Chen
Sequencer: Fix visibility track name so that it says "Visibility"
#jira UE-29996
Change 2957777 on 2016/04/27 by Allan.Bentham
Workaround ES31 HQ DoF producing no effect with vulkan rhi.
#jira UE-30006
Change 2957763 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29678 Resaved Maps to Fix Build Errors
Change 2957740 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29628 Resaved Maps to fix Build Warnings
Change 2957713 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29715 Resaved Maps to Fix Build Warnings
Change 2957678 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29677 Fixed up AnimBP and resaved some assets to fix Build Warnings
Change 2957627 on 2016/04/27 by Frank.Fella
UMG - Sequencer - Fix material animation for materials on struct properties e.g. style materials, and fix the naming so that it's [Original Name]_Animated
#Jira UE-29319
#Jira UE-29321
Change 2957625 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29689 Replaced deprecated Nodes and Resaved some assets to Fix Warnings
Change 2957603 on 2016/04/27 by mitchell.wilson
#jira UE-29618 updating Test-Animation for UMG test. Adding M_SequenceUMG material for UMG testing
Change 2957577 on 2016/04/27 by Ben.Marsh
EC: Increase the number of changes queried to display the EC dashboard. Some changes are getting filtered out.
Change 2957569 on 2016/04/27 by Maciej.Mroz
#jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true
merged from Dev-Blueprints 2957564
Change 2957565 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29721 Resaved Some Content to Fix Empty Engine Version Error
Change 2957558 on 2016/04/27 by Matthew.Griffin
Updated Installed Engine Filters now that Linux has dropped the architecture from its .target files
#jira UE-29899
Change 2957504 on 2016/04/27 by Marc.Audy
Persist component instance data cache through blueprint construction that results in "disaster recovery mode"
#jira UE-20385
Change 2957162 on 2016/04/26 by Dmitriy.Dyomin
Fixed: Some Unicode letters are not properly displayed with FCanvasTextItem in Android device
#jira UE-25861
Change 2957117 on 2016/04/26 by Dan.Oconnor
PR #2289: Exposing "IsValidIndex" Array function to Blueprints (Contributed by eXifreXi)
Modifications: typo fix in Array.h, made blueprint description consistent with native function, removed redundant nullptr check, added P_NATIVE timer macros, added custom thunk implementation for cpp backend
#jira UE-29563
Change 2957057 on 2016/04/26 by Dan.Oconnor
Tweak logic used to make variable nodes more accessible
Motivation was PR#2202 by Lucyberad
#jira UE-28802
Change 2956884 on 2016/04/26 by Jamie.Dale
Removed an assert that can be triggered by certain IMEs
#jira UE-19744
Change 2956876 on 2016/04/26 by Dan.Oconnor
PR #2288: Adjustment of RInterpTo and RInterpTo_Constant descriptions to match function. (Contributed by CelPlays)
#jira UE-29495
Change 2956860 on 2016/04/26 by Max.Preussner
Sockets: Fixed incorrect socket timeout when value < 1 ms (UE-29973)
#jira: UE-29973
Change 2956801 on 2016/04/26 by Rolando.Caloca
UE4.12 - vk - Added r.Vulkan.SubmitOnCopyToResolve to help track down submit issues
#jira UE-28140
Change 2956679 on 2016/04/26 by Andrew.Rodham
Editor: Fixed not being able to switch between cinematic/default viewport types
#jira UE-29942
Change 2956674 on 2016/04/26 by James.Fox
Updated Blueprint Bitmask test asset to include Bitwise OR.
#jira UE-29618
Change 2956573 on 2016/04/26 by Rolando.Caloca
UE4.12 - vk - Added TRANSFER_BIT to swapchain images since it's required for clearing
#jira UE-28140
Change 2956572 on 2016/04/26 by Rolando.Caloca
UE4.12 - vk - Added alignment to buffer offsets depending on usage
#jira UE-28140
Change 2956502 on 2016/04/26 by Peter.Sauerbrei
fix for missing particles on iPhone 5 when compiling for size
re-enable compile for size for Match 3
#jira UE-28721
Change 2956445 on 2016/04/26 by Taizyd.Korambayil
#jira UE-29691 Resaved some Animation Assets to Fix Build Warnings
Change 2956382 on 2016/04/26 by Taizyd.Korambayil
#jira UE-29688 Resaved Maps in Infiltrator Demo t oFix Some Build Warnings
Change 2956332 on 2016/04/26 by Patrick.Donovan
Adding physics asset set up for Capsule shadows for easy testing of capsule shadows in VR and with instanced stereo enabled.
#jira UE-29618
Change 2956301 on 2016/04/26 by Ben.Marsh
Disable notification emails for warnings in Rocket sample builds.
Change 2956264 on 2016/04/26 by Peter.Sauerbrei
fix for binary release generation of bp-only project files for IOS on Mac
#jira UE-29934
Change 2956247 on 2016/04/26 by Jurre.deBaare
Fix for Mac compile
#jira UE-123ABC
Change 2956192 on 2016/04/26 by Jurre.deBaare
- Changed signatures for merging static mesh (LOD index now incorporated in merge data structure)
- Proxy mesh and Mesh merging now just merges one specific LOD index per input mesh (instead of looping over all LOD levels)
- Moved SourceStaticMesh and addex ExportLODIndex to FMeshMergeData structure
- LightMap Index for merged static meshes is now set correctly
- Added enum to MaterialProxySettings for distinction between (non-)Simplygon uses of the struct
- Move MergeActor tab spawner out of experimental (removed option from config) and moved into Developer Tools/Misc
#jira UE-28319
Change 2956183 on 2016/04/26 by mitchell.wilson
#jira UE-29618 Adding new sequence for assign actor testing. Updating sequencer levels for assign actor testing
Change 2956152 on 2016/04/26 by Lina.Halper
- removed invalid ensure because it doesn't check recursive, it does have different value with validation
#jira : UE-29945
Change 2956034 on 2016/04/26 by Andrew.Rodham
Sequencer: Skeletal animation tracks now evaluate the nearest section where no animation section is present
- This is more consistent with how other tracks evaluate, and guarantees a deterministic animated state
#jira UE-28073
Change 2956002 on 2016/04/26 by Taizyd.Korambayil
#jira UE-29729 Resaved Blueprints to Fix Build Warnings
Change 2955999 on 2016/04/26 by Max.Chen
Sequencer: Refresh instances when done recording. This fixes a bug where spawned recorded actors aren't visible when done recording.
#jira UE-29841
Change 2955983 on 2016/04/26 by Andrew.Rodham
Removing Saved, Intermediate, and DerivedDataCache folders from SubwaySequencer sample project.
#jira UE-29938
Change 2955979 on 2016/04/26 by Taizyd.Korambayil
#jira UE-29728 Resaved Some assets to Fix Build Warnings
Change 2955941 on 2016/04/26 by Taizyd.Korambayil
#jira UE-29730 Resaved Maps to Fix Build Warnings
Change 2955937 on 2016/04/26 by Andrew.Rodham
Sequencer: When recording actors as spawnables, we no longer duplicate the object, rather create a new instance of the same class
- This fixes issues caused by undersiable state being saved into the spawnable defaults
Merged from //UE4/Dev-Sequencer/...@2952610
#jira UE-29774
Change 2955888 on 2016/04/26 by mitchell.wilson
#jira UE-29618 Updating shots for sequencer testing
Change 2955635 on 2016/04/26 by Max.Chen
Sequencer: Fix filtering so that folders that contain filtered nodes will also appear.
#jira UE-28213
[CL 2969385 by Matthew Griffin in Main branch]
2016-05-06 15:20:28 -04:00
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// #todo-rco: needed to avoid multiple resolves clearing the RT with VK.
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SetRenderTarget(Context.RHICmdList, nullptr, nullptr);
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2014-06-12 07:13:34 -04:00
|
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Context.RHICmdList.CopyToResolveTarget(DestRenderTarget0.TargetableTexture, DestRenderTarget0.ShaderResourceTexture, false, FResolveParams());
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Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2949393)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2949393 on 2016/04/20 by Graeme.Thornton
Orion non-pak file security.
- Removed security bypass code from platform pak file
- Added a delegate to pak file code which allows the game to decide whether a file should be allowed or not
- Added an orion delegate which whitelists appropriate files
#rb robert.manuszewski
#tests win64 client + dedicated server. golden path.
Change 2949232 on 2016/04/19 by david.nikdel
#ROBOMERGE-AUTHOR: michael.noland
Paragon: Added a distinct menu frame rate limit, currently set to 60 fps and not visible in settings (if the user sets a game frame rate limit of below 60, we also clamp the menu limit to that threshold, so they can go down but not up for menus)
#jira OR-18017
#rb marcus.wassmer
#tests Ran paragon and switched between gameplay, menus, and replays, observing t.MaxFPS at different points
#ROBOMERGE-SOURCE: CL 2949231 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2949032 on 2016/04/19 by Zak.Middleton
#orion - Lower default NetUpdateFrequency for minions (10->6). Avoid excessive latency for some knockback/knockup abilities that would have noticeable lag by forcing an update sooner when they are triggered.
This should have the following effects:
1. Reduce server CPU cost (we tick minions at the net frequency).
2. Reduce server bandwidth
3. Reduce client CPU cost (we move character capsules and perform overlaps when new positions are received).
#rb Bart.Bressler, John.Pollard
#codereview Dmitry.Rekman
#tests MultiPIE AI lane, Replays
Change 2948966 on 2016/04/19 by Lina.Halper
Added log (check) of the asset info for Anim Per Track contains invalid format key
#rb: Michael.Noland
#code review: Martin.Wilson, Laurent.Delayen, Michael.Noland
#tests: editor/ cooked and test with AI_Tests with 10 bots.
Change 2948876 on 2016/04/19 by Michael.Noland
PS4: Validate that the texture pool size is not set to automatic (-1, which will crash later on as an attempt to allocate too much memory)
#rb none
#codereview marcus.wassmer
#tests Ran Paragon on PS4
Change 2948765 on 2016/04/19 by Daniel.Lamb
Removed AssetImportData tag from cooked asset registry builds.
#rb Andrew.Grant
#test Cook orion
Change 2948691 on 2016/04/19 by Marcus.Wassmer
Fix copytoresolvetarget ensure
#rb none
#test pc agora
Change 2948633 on 2016/04/19 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
[AUTOMERGE]
Fix copytoresolve crash and change validation to ensure.
#test PC editor / PC golden path
#rb none
--------
Integrated using branch //Orion/Main_to_//Orion/Release-Next (reversed) of change#2948169 by Marcus.Wassmer on 2016/04/19 10:50:32.
#ROBOMERGE-SOURCE: CL 2948632 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2948507 on 2016/04/19 by david.nikdel
#ROBOMERGE-AUTHOR: andrew.grant
Merging 2937781 (Pak signing) using //Orion/Dev-General_to_Release
#rb none
#tests cooked client, checked game runs
#ROBOMERGE-SOURCE: CL 2948497 in //Orion/Release-0.24.1/... via CL 2948506
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2948431 on 2016/04/19 by Steve.Robb
CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE.
#codereview robert.manuszewski,bob.tellez
#rb bob.tellez
#tests Ran editor
Change 2948408 on 2016/04/19 by Leslie.Nivison
Adding .tps
#rb none
#test none
Change 2948185 on 2016/04/19 by david.nikdel
#ROBOMERGE-AUTHOR: chris.bunner
Fix for HLOD visibility freeze.
#tests Golden Path, Editor
#rb rolando.caloca, michael.noland
#lockdown andrew.grant
#jira OR-19863
#ROBOMERGE-SOURCE: CL 2948182 in //Orion/Release-0.24.1/... via CL 2948183
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2948149 on 2016/04/19 by Simon.Tovey
Fixed crash. Collision rendering path was not dealing with mesh batch with 0 triangles where other paths do.
#rb none
#tests No more crash
#codereview Marcus.Wassmer
Change 2948129 on 2016/04/19 by Lukasz.Furman
fixed gameplay debugger getting stuck with outdated data pack on client,
changed names of AI related debug cvars
#rb none
#tests game, PIE
#codereview Mieszko.Zielinski
Change 2948027 on 2016/04/19 by david.nikdel
#ROBOMERGE-AUTHOR: graeme.thornton
Fix for OR-20033 - CRASH: Client will crash with FRCPassPostProcessCircleDOFSetup
#rb none
#tests checked game runs without crashing
#ROBOMERGE-SOURCE: CL 2948017 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2947558 on 2016/04/18 by Matt.Kuhlenschmidt
Fix compile error
#rb none, #tests none
Change 2947509 on 2016/04/18 by Matt.Kuhlenschmidt
Added more logging to track down
https://jira.ol.epicgames.net/browse/OR-19841
#rb none, #tests none
Change 2947412 on 2016/04/18 by Ryan.Gerleve
Fix shadowed variable.
#rb none
#tests none
Change 2947377 on 2016/04/18 by Jamie.Dale
Gather paths are now sorted by fuzzy-ness, so that more specific includes beat less specific excludes
#rb Matt.Kuhlenschmidt
#tests Built for Windows. Ran a gather, and confirmed that explicitly included heroes were now gathered, and that generically excluded heroes were absent from the gather.
Change 2947351 on 2016/04/18 by Ryan.Gerleve
Allow overriding the demo.AsyncLoadWorld setting with a URL option when playing a replay.
Store the entire URL in the demo net driver instead of just the map name, so that the options can be accessed later.
#tests golden path, replays
#rb john.pollard
Change 2947103 on 2016/04/18 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 24.1 @ CL 2947071
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2947102 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2947007 on 2016/04/18 by Zak.Middleton
#ue4 - Improve linear smoothing in the presence of low net frequency updates.
#rb Bart.Bressler
#tests MultiPIE AI with lanes
Change 2946994 on 2016/04/18 by Mieszko.Zielinski
Improvements to NavigationSystem's "abstract navigation data" support #UE4
#rb Lukasz.Furman
#test golden path
Change 2946760 on 2016/04/18 by Chris.Bunner
Fixing up bad merge, recommit of CL 2819472 - ForceLOD now clamps to available LODs on primitive, i.e. use MinLOD rather than not drawing at all.
#tests Editor
#rb None
Change 2946745 on 2016/04/18 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 24.1 @ CL 2946637
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2946656 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2946645 on 2016/04/18 by Richard.Fawcett
When promoting a buidl to staged, prevent enumeration of files already in S3
Enumerating files in S3 is a slow process, and it turns out that simply uploading all chunks blindly is more efficient than enumerating existing chunks and selectively uploading only the new ones.
#rb Leigh.Swift
#tests This technique has already been used in launcher promotions for several months
Change 2946622 on 2016/04/18 by Richard.Fawcett
By default, when enumerating chunks from a manifest file, skip checking they exist on disk at enumeration time.
This will fail anyway further down the line if the files don't exist, but will improve speed of stage promotions by around five minutes. In practice, we have NEVER seen a job fail at this point because of the existence check.
#rb Leigh.Swift
#tests Ensure that output of ExtractDataFilenamesFromManifest method is identical both with and without bSkipExistsCheck specified.
Change 2945812 on 2016/04/15 by Daniel.Lamb
Fixed error in diff cooked build commandlet.
#rb ben.marsh
#test Compile.
Change 2945110 on 2016/04/15 by Matt.Kuhlenschmidt
Fix crash exporting actors with non-scene components to fbx
#rb none, #tests full scene exporting on maps that crashed
#codereview alexis.matte
Change 2945078 on 2016/04/15 by Simon.Tovey
Fix for OR-19778
When some pooled systems are reused, on init they have a non zero lod level but the emitter instances are created at LOD 0 initially.
So the component did not think it had to update it's LOD but the emitters were not at the correct LOD.
Have forced a LOD set on init when the component LOD is non-zero.
#rb none
#tests Works in editor and game.
#codereview Olaf.Piesche
Change 2944664 on 2016/04/14 by Uriel.Doyon
Fix to SM4 compilation issue
#jira OR-19706
#rb marcus.wassmer
#tests tested editor in SM4 and SM5
Change 2944642 on 2016/04/14 by Lukasz.Furman
changed waypoint switch conditions in meta nav paths
#rb none
#tests PIE
#codereview Mieszko.Zielinski
Change 2944599 on 2016/04/14 by david.nikdel
#ROBOMERGE-AUTHOR: andrew.grant
Added sha1 to UnrealPak list output
#rb none
#tests listed content of pakfile
#ROBOMERGE-SOURCE: CL 2944595 in //Orion/Release-0.24/... via CL 2944597 via CL 2944598
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2944441 on 2016/04/14 by Marcus.Wassmer
Duplicate change to output shader compiler errors.
#rb none
#test run PC and see errors.
Change 2944437 on 2016/04/14 by John.Pollard
Possible fix for https://jira.ol.epicgames.net/browse/OR-19614
#rb JoshM
#codereview Josh.Markiewicz
#tests Golden path matchmaking
Change 2944430 on 2016/04/14 by david.nikdel
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added support for more/fewer settings in individual categories to the editor scalability control widget
#rb david.ratti
#tests Tested in the editor
#ROBOMERGE-SOURCE: CL 2944428 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2944198 on 2016/04/14 by David.Ratti
Paragon - register for slow/stun/root/silence callbacks on any tag count change, not just add/remove. This is so the UI will update if you get another stack of a stackable slow GE.
Ability system - unify client stack count change code path with server. Client now properly update owner ASC's tag map and broadcasts all delegates there.
#rb dayY
#tests pie
Change 2944124 on 2016/04/14 by Wes.Hunt
Change the TPS redirects for DX modules to point to the proper DX redist TPS which is what packaged games will need.
#codereview:leslie.nivison
#rb none
#tests ran UAT ListThirdPartySoftware <for Orion>
Change 2944107 on 2016/04/14 by Wes.Hunt
MeshUtilities now depends on new module nvTessLib to better track the third party dependency.
#codereview:daniel.wright
#rb none
#tests build OrionClient/Editor for Win64
Change 2944102 on 2016/04/14 by Wes.Hunt
Tweak to UBT -ListBuildFolders to do a distinct in a better place to cut down on duplicate module searches.
#tests ran the UBT command
#rb none
Change 2943851 on 2016/04/14 by Ryan.Gerleve
Fix the ForEachNetDriver helper function to get the world context directly off the world instead of going through the game instance. Ensures the correct net drivers will be used when there are multiple worlds but only one game instance.
#rb john.pollard
#tests golden path, replays, PIE
Change 2943847 on 2016/04/14 by Ryan.Gerleve
Fixes to support client replay recording & playback in another world:
When recording a replay, only swap actor roles if the remote role is ROLE_Authority
When loading a replay checkpoint, call NetworkRemapPath to make sure paths have the correct name in the GuidCache
#rb john.pollard
#tests golden path, replays, PIE
Change 2943691 on 2016/04/14 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_24 - Fix for OR-19609, OR-19610, and OR-19611
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2943687 in //Orion/Release-0.24/... via CL 2943688
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2943508 on 2016/04/14 by Richard.Fawcett
Automation: Add support for multipart file uploads to Amazon S3 to increase speed of large file uploads.
#jira OPPBUILD-44
#rb Leigh.Swift
#tests Uploaded files to S3 using the new routines, downlaoded via AWS management console and ensured downloaded files identical to uploaded ones
Change 2943274 on 2016/04/13 by jason.bestimt
#ORION_MAIN - Merge 24 @ CL 2943257
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2943271 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: david.nikdel, jason.bestimt
Change 2943178 on 2016/04/13 by Olaf.Piesche
Bumping size of the particle curve texture to 512x512
#rb martin.mittring
#tests PC Editor, Game
Change 2943174 on 2016/04/13 by Aaron.McLeran
OR-19392 Ensure condition failed: (*RequiresInitialization == 0) on loading into PVP match
- Removing ensure since there is a rare edge case where it's possible for a sound looping node may get ResetChildren called twice.
- Condition is when a child random node o fa looping node has a blank entry and results in no sound chosen in a given frame (which results in ResetChildren getting called). Later in the frame, if a sound had previously been playing with an active sound, it will have stop called on it, which will call NotifyWaveInstanceFinished and hit the ensure. Simply using the branch to check if the looping node has been initialized will work fine in this and other cases.
#codereview Bob.Tellez
#rb Bob.Tellez
#tests ran orion with this change testing problematic sound cue
Change 2943042 on 2016/04/13 by Rob.Cannaday
Fix crash in HTTP completion delegates on shutdown
Stop ticking HTTP retry manager after FOnlineSubsystemImpl::Shutdown has been called
#rb josh.markiewicz
#tests shutting down multiple times
Change 2942913 on 2016/04/13 by Lukasz.Furman
added meta navmesh paths
#orion
#rb Mieszko.Zielinski
#tests PIE
Change 2942132 on 2016/04/13 by Wes.Hunt
Enable UBT -ListBuildFolders to operate on Mac and iOS platforms without having to fully set up the remote environment.
#codereview:leslie.nivison
#rb peter.sauerbrei
#tests running UBT with and without -listbuildfolders
Change 2941651 on 2016/04/12 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2941645
#RB:none
#Tests:none
Change 2941539 on 2016/04/12 by Laurent.Delayen
FABRIK: Normalize outgoing rotations.
Fixes Chains Q ability crashing.
#rb none
#tests Chains not crashing
Change 2941469 on 2016/04/12 by Wes.Hunt
Fix UBT -ListBuildFolders to not prep target for deployment.
#codereview:leslie.nivison
#rb none
#tests tested -ListBuildFolders for Android
Change 2941434 on 2016/04/12 by Leslie.Nivison
Adding/cleaning up .tps files
#rb none
#test none
Change 2941241 on 2016/04/12 by Daniel.Lamb
Removed shadername from the shader code to fix deterministic material cooking issue.
#jira UE-29320
#codereview Marcus.Wassmer
#rb Marcus.Wassmer
#test Running editor, cooking orion.
Change 2941046 on 2016/04/12 by Laurent.Delayen
Added safety net for non state AnimNotifies having a non-zero EndTriggerTimeOffset.
Fixes Twinblast double shot for the left primary attack.
#rb benn.gallagher
#codereview lina.halper, ray.arnett, aaron.eady
#tests twinblast's LMB
Change 2941032 on 2016/04/12 by Jason.Bestimt
#ORION_24 - Merge MAIN @ CL 2940950
#RB:none
#Tests:none
[CL 2952833 by Andrew Grant in Main branch]
2016-04-22 11:21:10 -04:00
|
|
|
if (DestRenderTarget1.TargetableTexture)
|
|
|
|
|
{
|
|
|
|
|
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget1.TargetableTexture, DestRenderTarget1.ShaderResourceTexture, false, FResolveParams());
|
|
|
|
|
}
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FPooledRenderTargetDesc FRCPassPostProcessDOFSetup::ComputeOutputDesc(EPassOutputId InPassOutputId) const
|
|
|
|
|
{
|
2015-07-06 18:04:49 -04:00
|
|
|
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
// Ret.Extent = FIntPoint::DivideAndRoundUp(ret.Extent, 2);
|
|
|
|
|
Ret.Extent /= 2;
|
|
|
|
|
Ret.Extent.X = FMath::Max(1, Ret.Extent.X);
|
|
|
|
|
Ret.Extent.Y = FMath::Max(1, Ret.Extent.Y);
|
|
|
|
|
|
|
|
|
|
Ret.Reset();
|
|
|
|
|
Ret.TargetableFlags &= ~(uint32)TexCreate_UAV;
|
|
|
|
|
Ret.TargetableFlags |= TexCreate_RenderTargetable;
|
2015-10-19 12:43:29 -04:00
|
|
|
Ret.AutoWritable = false;
|
2014-03-14 14:13:41 -04:00
|
|
|
Ret.DebugName = (InPassOutputId == ePId_Output0) ? TEXT("DOFSetup0") : TEXT("DOFSetup1");
|
|
|
|
|
|
|
|
|
|
// more precision for additive blending and we need the alpha channel
|
|
|
|
|
Ret.Format = PF_FloatRGBA;
|
|
|
|
|
|
2016-03-16 21:16:51 -04:00
|
|
|
Ret.ClearValue = FClearValueBinding(FLinearColor(0,0,0,0));
|
|
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
return Ret;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2015-08-14 11:59:44 -04:00
|
|
|
/** Encapsulates the DOF setup pixel shader. */
|
|
|
|
|
// @param FarBlur 0:off, 1:on
|
|
|
|
|
// @param NearBlur 0:off, 1:on
|
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2911743 on 2016/03/16 by Allan.Bentham
Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359
Cleaned up some ronin integration hacks from ronin.
Change 2912053 on 2016/03/16 by Peter.Sauerbrei
disable Vulkan in Win32 builds for now
#codereview rolando.caloca
#jira UE-28465
Change 2914512 on 2016/03/18 by Dmitriy.Dyomin
Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled
Change 2914944 on 2016/03/18 by Allan.Bentham
Fix es2 tonemap flip. Fixes UE-25148
Change 2915248 on 2016/03/18 by Chris.Babcock
Updates to support NDK r11
#jira UE-28529
#ue4
#android
Change 2919192 on 2016/03/22 by Chris.Babcock
NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices
#jira UE-28408
#ue4
#android
#codereview Jack.Porter
Change 2919591 on 2016/03/23 by Allan.Bentham
Merge ronin's Gaussian DoF to 4.11's dof changes.
Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+.
Added permutation to exclude separate translucency from Gaussian recombine shader when not in use.
#codereview martin.mittring
Change 2920758 on 2016/03/24 by Dmitriy.Dyomin
Fixed: shifting lighting samples octree
https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html
Change 2920793 on 2016/03/24 by Dmitriy.Dyomin
Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value
#jira UE-26426
Change 2920981 on 2016/03/24 by Dmitriy.Dyomin
GPU particles support for iOS Metal (A8+ only)
#jira UE-11067
#jira UE-28514
#codereview Jack.Porter
Change 2921383 on 2016/03/24 by Allan.Bentham
Fix inverted image on device when framebuffer fetch/bViewRectSource is not used.
#codereview jack.porter
Change 2925694 on 2016/03/29 by Dmitriy.Dyomin
Fixed: GPU particles and bloom on S7 Mali
Change 2927065 on 2016/03/29 by Chris.Babcock
Set the DT_SONAME field in linker (stops warning toast)
#ue4
#android
#codereview Jack.Porter
Change 2927375 on 2016/03/30 by Jack.Porter
Fixed localization for placement mode Cube, Sphere, Cylinder and Cone
Change 2928643 on 2016/03/30 by Jack.Porter
Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF
#code_review: allan.bentham
Change 2932773 on 2016/04/04 by Jack.Porter
Reapply android Vulkan version fixes
Change 2932853 on 2016/04/05 by Jack.Porter
Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion
Change 2932998 on 2016/04/05 by Jack.Porter
Native web browser widget on iOS
#jira UEMOB-20
Change 2933420 on 2016/04/05 by Chris.Babcock
Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78)
#jira UE-29066
#pr #2236
#ue4
#android
Change 2934315 on 2016/04/05 by Chris.Babcock
Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony)
#jira UE-23937
#PR #1820
#ue4
#android
#codereview Ryan.Gerleve
Change 2935038 on 2016/04/06 by Chris.Babcock
Fix OpenGLES31 compile error
#ue4
#android
#codereview Jack.Porter
Change 2936288 on 2016/04/07 by Allan.Bentham
Planar reflection captures for mobile. (UE-27426)
Added mobile planar reflection flag to material.
#codereview jack.porter, daniel.wright
Change 2936297 on 2016/04/07 by Allan.Bentham
Missed file. Planar reflection captures for mobile. (UE-27426)
#codereview jack.porter, daniel.wright
Change 2937763 on 2016/04/08 by Dmitriy.Dyomin
Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick)
GitHub #2031
#jira UE-26576
#codereview Jack.Porter
Change 2937863 on 2016/04/08 by Jack.Porter
Merged Ronin CLs 2840392, 2860028
Allow vertex texture fetches on ES2 (requires absolute mip level)
Change 2938461 on 2016/04/08 by Chris.Babcock
Write Android uninstall batch files
#ue4
#android
Change 2939679 on 2016/04/11 by Allan.Bentham
Remove bStationaryLightUsesCSMForMovableShadows from light component's UI.
renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects
#codereview jack.porter, daniel.wright
Change 2939887 on 2016/04/11 by Chris.Babcock
Android ARM64 libraries
#jira UEPLAT-1268
#ue4
#android
Change 2940125 on 2016/04/11 by Chris.Babcock
Added requirements to Arm64 and x86_64 tooltips
Change 2941051 on 2016/04/12 by Allan.Bentham
Fix for inverted RG channels when using filmic tonemapper with ES2.
#codereview jack.porter
Change 2942523 on 2016/04/13 by Chris.Babcock
Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs
#ue4
#android
#codereview Josh.Adams
Change 2942578 on 2016/04/13 by Chris.Babcock
Add cxademangle dependency to Core for Android
#ue4
#android
#codereview Josh.Adams
Change 2942997 on 2016/04/13 by Chris.Babcock
Run Ant with -quiet first and run again without if there is an error for the log
#ue4
#android
#codereview Josh.Adams
Change 2943320 on 2016/04/14 by Jack.Porter
Fixed planar reflection merge errors
Change 2943352 on 2016/04/14 by Jack.Porter
Fix NAME_VULKAN_ES3_1_ANDROID shader format name
#codereview: Rolando.Coloca
Change 2943367 on 2016/04/14 by Dmitriy.Dyomin
Added cvars to add or strip specific GL extensions from a driver reported extensions string
#jira UE-29467
Change 2943425 on 2016/04/14 by Dmitriy.Dyomin
Better logging of MobileHDR mode
Change 2943461 on 2016/04/14 by Dmitriy.Dyomin
Fixing HDR rendering and bloom on Galaxy S7
Change 2943493 on 2016/04/14 by Dmitriy.Dyomin
Better HDR fix for devices with ES3 support
Change 2943855 on 2016/04/14 by Allan.Bentham
Mobile planar reflections.
- currently only supports opaque materials
#codereview jack.porter
Change 2944721 on 2016/04/14 by Chris.Babcock
Allow Vulkan-only Android builds
#ue4
#android
#codereview Allan.Bentham,Jack.Porter
Change 2944771 on 2016/04/14 by Dmitriy.Dyomin
Fixed: mesh particles crash in ES2
Change 2944827 on 2016/04/15 by Dmitriy.Dyomin
Fixed: GPU particles not working on S6 with Android 6.0.1
Change 2944836 on 2016/04/15 by Jack.Porter
Disable FX system calls in forward renderer when particles showflag is off
Change 2944840 on 2016/04/15 by Jack.Porter
Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2.
#codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright
Change 2944914 on 2016/04/15 by Jack.Porter
Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode
Change 2945020 on 2016/04/15 by Gareth.Martin
Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12.
Change 2943560 on 2016/04/14 by Gareth.Martin
Added ability to expand landscape bounds
#jira UE-28928
#jira UE-25230
Change 2943538 on 2016/04/14 by Gareth.Martin
Fix a crash with saving a level >2GB in size.
There may still be other crashes with >2GB levels.
Change 2943477 on 2016/04/14 by Gareth.Martin
Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool
Also moved all the LOD settings together in LandscapeProxy.h because it was messy
Change 2942113 on 2016/04/13 by Gareth.Martin
Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled.
Change 2941030 on 2016/04/12 by Gareth.Martin
Cleanup and commenting
Change 2940994 on 2016/04/12 by Gareth.Martin
Implement random scale option for Landscape Grass.
#jira UE-25743
Change 2940993 on 2016/04/12 by Gareth.Martin
Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent
Change 2940150 on 2016/04/11 by Gareth.Martin
Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform
Change 2940101 on 2016/04/11 by Gareth.Martin
Additional checks for bad static mesh when building the HISMC tree
Change 2945560 on 2016/04/15 by Rolando.Caloca
DM - Fix for newer Vulkan sdks
Change 2945638 on 2016/04/15 by Chris.Babcock
Fix permissions on uninstall script on Mac
#jira UE-29236
#ue4
#android
#lockdown Jack.Porter
Change 2945856 on 2016/04/15 by Rolando.Caloca
DM - vk - Fix mapped allocations on mobile
#lockdown nick.penwarden
[CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
|
|
|
template <uint32 FarBlur, uint32 NearBlur, uint32 SeparateTranslucency>
|
2014-03-14 14:13:41 -04:00
|
|
|
class FPostProcessDOFRecombinePS : public FGlobalShader
|
|
|
|
|
{
|
|
|
|
|
DECLARE_SHADER_TYPE(FPostProcessDOFRecombinePS, Global);
|
|
|
|
|
|
|
|
|
|
static bool ShouldCache(EShaderPlatform Platform)
|
|
|
|
|
{
|
2016-03-16 21:16:51 -04:00
|
|
|
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::ES3_1);
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
|
|
|
|
|
{
|
2014-06-05 16:38:54 -04:00
|
|
|
FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
|
2015-08-14 11:59:44 -04:00
|
|
|
OutEnvironment.SetDefine(TEXT("FAR_BLUR"), FarBlur);
|
|
|
|
|
OutEnvironment.SetDefine(TEXT("NEAR_BLUR"), NearBlur);
|
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2911743 on 2016/03/16 by Allan.Bentham
Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359
Cleaned up some ronin integration hacks from ronin.
Change 2912053 on 2016/03/16 by Peter.Sauerbrei
disable Vulkan in Win32 builds for now
#codereview rolando.caloca
#jira UE-28465
Change 2914512 on 2016/03/18 by Dmitriy.Dyomin
Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled
Change 2914944 on 2016/03/18 by Allan.Bentham
Fix es2 tonemap flip. Fixes UE-25148
Change 2915248 on 2016/03/18 by Chris.Babcock
Updates to support NDK r11
#jira UE-28529
#ue4
#android
Change 2919192 on 2016/03/22 by Chris.Babcock
NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices
#jira UE-28408
#ue4
#android
#codereview Jack.Porter
Change 2919591 on 2016/03/23 by Allan.Bentham
Merge ronin's Gaussian DoF to 4.11's dof changes.
Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+.
Added permutation to exclude separate translucency from Gaussian recombine shader when not in use.
#codereview martin.mittring
Change 2920758 on 2016/03/24 by Dmitriy.Dyomin
Fixed: shifting lighting samples octree
https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html
Change 2920793 on 2016/03/24 by Dmitriy.Dyomin
Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value
#jira UE-26426
Change 2920981 on 2016/03/24 by Dmitriy.Dyomin
GPU particles support for iOS Metal (A8+ only)
#jira UE-11067
#jira UE-28514
#codereview Jack.Porter
Change 2921383 on 2016/03/24 by Allan.Bentham
Fix inverted image on device when framebuffer fetch/bViewRectSource is not used.
#codereview jack.porter
Change 2925694 on 2016/03/29 by Dmitriy.Dyomin
Fixed: GPU particles and bloom on S7 Mali
Change 2927065 on 2016/03/29 by Chris.Babcock
Set the DT_SONAME field in linker (stops warning toast)
#ue4
#android
#codereview Jack.Porter
Change 2927375 on 2016/03/30 by Jack.Porter
Fixed localization for placement mode Cube, Sphere, Cylinder and Cone
Change 2928643 on 2016/03/30 by Jack.Porter
Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF
#code_review: allan.bentham
Change 2932773 on 2016/04/04 by Jack.Porter
Reapply android Vulkan version fixes
Change 2932853 on 2016/04/05 by Jack.Porter
Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion
Change 2932998 on 2016/04/05 by Jack.Porter
Native web browser widget on iOS
#jira UEMOB-20
Change 2933420 on 2016/04/05 by Chris.Babcock
Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78)
#jira UE-29066
#pr #2236
#ue4
#android
Change 2934315 on 2016/04/05 by Chris.Babcock
Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony)
#jira UE-23937
#PR #1820
#ue4
#android
#codereview Ryan.Gerleve
Change 2935038 on 2016/04/06 by Chris.Babcock
Fix OpenGLES31 compile error
#ue4
#android
#codereview Jack.Porter
Change 2936288 on 2016/04/07 by Allan.Bentham
Planar reflection captures for mobile. (UE-27426)
Added mobile planar reflection flag to material.
#codereview jack.porter, daniel.wright
Change 2936297 on 2016/04/07 by Allan.Bentham
Missed file. Planar reflection captures for mobile. (UE-27426)
#codereview jack.porter, daniel.wright
Change 2937763 on 2016/04/08 by Dmitriy.Dyomin
Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick)
GitHub #2031
#jira UE-26576
#codereview Jack.Porter
Change 2937863 on 2016/04/08 by Jack.Porter
Merged Ronin CLs 2840392, 2860028
Allow vertex texture fetches on ES2 (requires absolute mip level)
Change 2938461 on 2016/04/08 by Chris.Babcock
Write Android uninstall batch files
#ue4
#android
Change 2939679 on 2016/04/11 by Allan.Bentham
Remove bStationaryLightUsesCSMForMovableShadows from light component's UI.
renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects
#codereview jack.porter, daniel.wright
Change 2939887 on 2016/04/11 by Chris.Babcock
Android ARM64 libraries
#jira UEPLAT-1268
#ue4
#android
Change 2940125 on 2016/04/11 by Chris.Babcock
Added requirements to Arm64 and x86_64 tooltips
Change 2941051 on 2016/04/12 by Allan.Bentham
Fix for inverted RG channels when using filmic tonemapper with ES2.
#codereview jack.porter
Change 2942523 on 2016/04/13 by Chris.Babcock
Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs
#ue4
#android
#codereview Josh.Adams
Change 2942578 on 2016/04/13 by Chris.Babcock
Add cxademangle dependency to Core for Android
#ue4
#android
#codereview Josh.Adams
Change 2942997 on 2016/04/13 by Chris.Babcock
Run Ant with -quiet first and run again without if there is an error for the log
#ue4
#android
#codereview Josh.Adams
Change 2943320 on 2016/04/14 by Jack.Porter
Fixed planar reflection merge errors
Change 2943352 on 2016/04/14 by Jack.Porter
Fix NAME_VULKAN_ES3_1_ANDROID shader format name
#codereview: Rolando.Coloca
Change 2943367 on 2016/04/14 by Dmitriy.Dyomin
Added cvars to add or strip specific GL extensions from a driver reported extensions string
#jira UE-29467
Change 2943425 on 2016/04/14 by Dmitriy.Dyomin
Better logging of MobileHDR mode
Change 2943461 on 2016/04/14 by Dmitriy.Dyomin
Fixing HDR rendering and bloom on Galaxy S7
Change 2943493 on 2016/04/14 by Dmitriy.Dyomin
Better HDR fix for devices with ES3 support
Change 2943855 on 2016/04/14 by Allan.Bentham
Mobile planar reflections.
- currently only supports opaque materials
#codereview jack.porter
Change 2944721 on 2016/04/14 by Chris.Babcock
Allow Vulkan-only Android builds
#ue4
#android
#codereview Allan.Bentham,Jack.Porter
Change 2944771 on 2016/04/14 by Dmitriy.Dyomin
Fixed: mesh particles crash in ES2
Change 2944827 on 2016/04/15 by Dmitriy.Dyomin
Fixed: GPU particles not working on S6 with Android 6.0.1
Change 2944836 on 2016/04/15 by Jack.Porter
Disable FX system calls in forward renderer when particles showflag is off
Change 2944840 on 2016/04/15 by Jack.Porter
Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2.
#codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright
Change 2944914 on 2016/04/15 by Jack.Porter
Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode
Change 2945020 on 2016/04/15 by Gareth.Martin
Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12.
Change 2943560 on 2016/04/14 by Gareth.Martin
Added ability to expand landscape bounds
#jira UE-28928
#jira UE-25230
Change 2943538 on 2016/04/14 by Gareth.Martin
Fix a crash with saving a level >2GB in size.
There may still be other crashes with >2GB levels.
Change 2943477 on 2016/04/14 by Gareth.Martin
Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool
Also moved all the LOD settings together in LandscapeProxy.h because it was messy
Change 2942113 on 2016/04/13 by Gareth.Martin
Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled.
Change 2941030 on 2016/04/12 by Gareth.Martin
Cleanup and commenting
Change 2940994 on 2016/04/12 by Gareth.Martin
Implement random scale option for Landscape Grass.
#jira UE-25743
Change 2940993 on 2016/04/12 by Gareth.Martin
Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent
Change 2940150 on 2016/04/11 by Gareth.Martin
Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform
Change 2940101 on 2016/04/11 by Gareth.Martin
Additional checks for bad static mesh when building the HISMC tree
Change 2945560 on 2016/04/15 by Rolando.Caloca
DM - Fix for newer Vulkan sdks
Change 2945638 on 2016/04/15 by Chris.Babcock
Fix permissions on uninstall script on Mac
#jira UE-29236
#ue4
#android
#lockdown Jack.Porter
Change 2945856 on 2016/04/15 by Rolando.Caloca
DM - vk - Fix mapped allocations on mobile
#lockdown nick.penwarden
[CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
|
|
|
OutEnvironment.SetDefine(TEXT("SEPARATE_TRANSLUCENCY"), SeparateTranslucency);
|
2016-03-16 21:16:51 -04:00
|
|
|
OutEnvironment.SetDefine(TEXT("FORWARD_SHADING"), IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4) ? 0u : 1u);
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** Default constructor. */
|
|
|
|
|
FPostProcessDOFRecombinePS() {}
|
|
|
|
|
|
|
|
|
|
public:
|
|
|
|
|
FPostProcessPassParameters PostprocessParameter;
|
|
|
|
|
FDeferredPixelShaderParameters DeferredParameters;
|
|
|
|
|
FShaderParameter DepthOfFieldUVLimit;
|
|
|
|
|
|
|
|
|
|
/** Initialization constructor. */
|
|
|
|
|
FPostProcessDOFRecombinePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
|
|
|
|
|
: FGlobalShader(Initializer)
|
|
|
|
|
{
|
|
|
|
|
PostprocessParameter.Bind(Initializer.ParameterMap);
|
|
|
|
|
DeferredParameters.Bind(Initializer.ParameterMap);
|
|
|
|
|
DepthOfFieldUVLimit.Bind(Initializer.ParameterMap,TEXT("DepthOfFieldUVLimit"));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// FShader interface.
|
2015-04-01 07:20:55 -04:00
|
|
|
virtual bool Serialize(FArchive& Ar) override
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
|
|
|
Ar << PostprocessParameter << DeferredParameters << DepthOfFieldUVLimit;
|
|
|
|
|
return bShaderHasOutdatedParameters;
|
|
|
|
|
}
|
|
|
|
|
|
2014-06-12 07:13:34 -04:00
|
|
|
void SetParameters(const FRenderingCompositePassContext& Context)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2015-05-29 10:47:57 -04:00
|
|
|
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(Context.RHICmdList);
|
2014-03-14 14:13:41 -04:00
|
|
|
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
|
|
|
|
|
|
2014-06-12 07:13:34 -04:00
|
|
|
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2014-06-12 07:13:34 -04:00
|
|
|
DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
|
2015-08-14 11:59:44 -04:00
|
|
|
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), eFC_0001);
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
// Compute out of bounds UVs in the source texture.
|
|
|
|
|
FVector4 Bounds;
|
2015-05-29 10:47:57 -04:00
|
|
|
Bounds.X = (((float)((Context.View.ViewRect.Min.X + 1) & (~1))) + 3.0f) / ((float)(SceneContext.GetBufferSizeXY().X));
|
|
|
|
|
Bounds.Y = (((float)((Context.View.ViewRect.Min.Y + 1) & (~1))) + 3.0f) / ((float)(SceneContext.GetBufferSizeXY().Y));
|
|
|
|
|
Bounds.Z = (((float)(Context.View.ViewRect.Max.X & (~1))) - 3.0f) / ((float)(SceneContext.GetBufferSizeXY().X));
|
|
|
|
|
Bounds.W = (((float)(Context.View.ViewRect.Max.Y & (~1))) - 3.0f) / ((float)(SceneContext.GetBufferSizeXY().Y));
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2014-06-12 07:13:34 -04:00
|
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, DepthOfFieldUVLimit, Bounds);
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
2015-08-14 11:59:44 -04:00
|
|
|
|
|
|
|
|
static const TCHAR* GetSourceFilename()
|
|
|
|
|
{
|
|
|
|
|
return TEXT("PostProcessDOF");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static const TCHAR* GetFunctionName()
|
|
|
|
|
{
|
|
|
|
|
return TEXT("MainRecombinePS");
|
|
|
|
|
}
|
2014-03-14 14:13:41 -04:00
|
|
|
};
|
|
|
|
|
|
2015-08-14 11:59:44 -04:00
|
|
|
// #define avoids a lot of code duplication
|
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2911743 on 2016/03/16 by Allan.Bentham
Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359
Cleaned up some ronin integration hacks from ronin.
Change 2912053 on 2016/03/16 by Peter.Sauerbrei
disable Vulkan in Win32 builds for now
#codereview rolando.caloca
#jira UE-28465
Change 2914512 on 2016/03/18 by Dmitriy.Dyomin
Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled
Change 2914944 on 2016/03/18 by Allan.Bentham
Fix es2 tonemap flip. Fixes UE-25148
Change 2915248 on 2016/03/18 by Chris.Babcock
Updates to support NDK r11
#jira UE-28529
#ue4
#android
Change 2919192 on 2016/03/22 by Chris.Babcock
NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices
#jira UE-28408
#ue4
#android
#codereview Jack.Porter
Change 2919591 on 2016/03/23 by Allan.Bentham
Merge ronin's Gaussian DoF to 4.11's dof changes.
Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+.
Added permutation to exclude separate translucency from Gaussian recombine shader when not in use.
#codereview martin.mittring
Change 2920758 on 2016/03/24 by Dmitriy.Dyomin
Fixed: shifting lighting samples octree
https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html
Change 2920793 on 2016/03/24 by Dmitriy.Dyomin
Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value
#jira UE-26426
Change 2920981 on 2016/03/24 by Dmitriy.Dyomin
GPU particles support for iOS Metal (A8+ only)
#jira UE-11067
#jira UE-28514
#codereview Jack.Porter
Change 2921383 on 2016/03/24 by Allan.Bentham
Fix inverted image on device when framebuffer fetch/bViewRectSource is not used.
#codereview jack.porter
Change 2925694 on 2016/03/29 by Dmitriy.Dyomin
Fixed: GPU particles and bloom on S7 Mali
Change 2927065 on 2016/03/29 by Chris.Babcock
Set the DT_SONAME field in linker (stops warning toast)
#ue4
#android
#codereview Jack.Porter
Change 2927375 on 2016/03/30 by Jack.Porter
Fixed localization for placement mode Cube, Sphere, Cylinder and Cone
Change 2928643 on 2016/03/30 by Jack.Porter
Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF
#code_review: allan.bentham
Change 2932773 on 2016/04/04 by Jack.Porter
Reapply android Vulkan version fixes
Change 2932853 on 2016/04/05 by Jack.Porter
Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion
Change 2932998 on 2016/04/05 by Jack.Porter
Native web browser widget on iOS
#jira UEMOB-20
Change 2933420 on 2016/04/05 by Chris.Babcock
Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78)
#jira UE-29066
#pr #2236
#ue4
#android
Change 2934315 on 2016/04/05 by Chris.Babcock
Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony)
#jira UE-23937
#PR #1820
#ue4
#android
#codereview Ryan.Gerleve
Change 2935038 on 2016/04/06 by Chris.Babcock
Fix OpenGLES31 compile error
#ue4
#android
#codereview Jack.Porter
Change 2936288 on 2016/04/07 by Allan.Bentham
Planar reflection captures for mobile. (UE-27426)
Added mobile planar reflection flag to material.
#codereview jack.porter, daniel.wright
Change 2936297 on 2016/04/07 by Allan.Bentham
Missed file. Planar reflection captures for mobile. (UE-27426)
#codereview jack.porter, daniel.wright
Change 2937763 on 2016/04/08 by Dmitriy.Dyomin
Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick)
GitHub #2031
#jira UE-26576
#codereview Jack.Porter
Change 2937863 on 2016/04/08 by Jack.Porter
Merged Ronin CLs 2840392, 2860028
Allow vertex texture fetches on ES2 (requires absolute mip level)
Change 2938461 on 2016/04/08 by Chris.Babcock
Write Android uninstall batch files
#ue4
#android
Change 2939679 on 2016/04/11 by Allan.Bentham
Remove bStationaryLightUsesCSMForMovableShadows from light component's UI.
renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects
#codereview jack.porter, daniel.wright
Change 2939887 on 2016/04/11 by Chris.Babcock
Android ARM64 libraries
#jira UEPLAT-1268
#ue4
#android
Change 2940125 on 2016/04/11 by Chris.Babcock
Added requirements to Arm64 and x86_64 tooltips
Change 2941051 on 2016/04/12 by Allan.Bentham
Fix for inverted RG channels when using filmic tonemapper with ES2.
#codereview jack.porter
Change 2942523 on 2016/04/13 by Chris.Babcock
Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs
#ue4
#android
#codereview Josh.Adams
Change 2942578 on 2016/04/13 by Chris.Babcock
Add cxademangle dependency to Core for Android
#ue4
#android
#codereview Josh.Adams
Change 2942997 on 2016/04/13 by Chris.Babcock
Run Ant with -quiet first and run again without if there is an error for the log
#ue4
#android
#codereview Josh.Adams
Change 2943320 on 2016/04/14 by Jack.Porter
Fixed planar reflection merge errors
Change 2943352 on 2016/04/14 by Jack.Porter
Fix NAME_VULKAN_ES3_1_ANDROID shader format name
#codereview: Rolando.Coloca
Change 2943367 on 2016/04/14 by Dmitriy.Dyomin
Added cvars to add or strip specific GL extensions from a driver reported extensions string
#jira UE-29467
Change 2943425 on 2016/04/14 by Dmitriy.Dyomin
Better logging of MobileHDR mode
Change 2943461 on 2016/04/14 by Dmitriy.Dyomin
Fixing HDR rendering and bloom on Galaxy S7
Change 2943493 on 2016/04/14 by Dmitriy.Dyomin
Better HDR fix for devices with ES3 support
Change 2943855 on 2016/04/14 by Allan.Bentham
Mobile planar reflections.
- currently only supports opaque materials
#codereview jack.porter
Change 2944721 on 2016/04/14 by Chris.Babcock
Allow Vulkan-only Android builds
#ue4
#android
#codereview Allan.Bentham,Jack.Porter
Change 2944771 on 2016/04/14 by Dmitriy.Dyomin
Fixed: mesh particles crash in ES2
Change 2944827 on 2016/04/15 by Dmitriy.Dyomin
Fixed: GPU particles not working on S6 with Android 6.0.1
Change 2944836 on 2016/04/15 by Jack.Porter
Disable FX system calls in forward renderer when particles showflag is off
Change 2944840 on 2016/04/15 by Jack.Porter
Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2.
#codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright
Change 2944914 on 2016/04/15 by Jack.Porter
Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode
Change 2945020 on 2016/04/15 by Gareth.Martin
Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12.
Change 2943560 on 2016/04/14 by Gareth.Martin
Added ability to expand landscape bounds
#jira UE-28928
#jira UE-25230
Change 2943538 on 2016/04/14 by Gareth.Martin
Fix a crash with saving a level >2GB in size.
There may still be other crashes with >2GB levels.
Change 2943477 on 2016/04/14 by Gareth.Martin
Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool
Also moved all the LOD settings together in LandscapeProxy.h because it was messy
Change 2942113 on 2016/04/13 by Gareth.Martin
Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled.
Change 2941030 on 2016/04/12 by Gareth.Martin
Cleanup and commenting
Change 2940994 on 2016/04/12 by Gareth.Martin
Implement random scale option for Landscape Grass.
#jira UE-25743
Change 2940993 on 2016/04/12 by Gareth.Martin
Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent
Change 2940150 on 2016/04/11 by Gareth.Martin
Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform
Change 2940101 on 2016/04/11 by Gareth.Martin
Additional checks for bad static mesh when building the HISMC tree
Change 2945560 on 2016/04/15 by Rolando.Caloca
DM - Fix for newer Vulkan sdks
Change 2945638 on 2016/04/15 by Chris.Babcock
Fix permissions on uninstall script on Mac
#jira UE-29236
#ue4
#android
#lockdown Jack.Porter
Change 2945856 on 2016/04/15 by Rolando.Caloca
DM - vk - Fix mapped allocations on mobile
#lockdown nick.penwarden
[CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
|
|
|
#define VARIATION1(A, B, C) typedef FPostProcessDOFRecombinePS<A, B, C> FPostProcessDOFRecombinePS##A##B##C; \
|
|
|
|
|
IMPLEMENT_SHADER_TYPE2(FPostProcessDOFRecombinePS##A##B##C, SF_Pixel);
|
2015-08-14 11:59:44 -04:00
|
|
|
|
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2911743 on 2016/03/16 by Allan.Bentham
Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359
Cleaned up some ronin integration hacks from ronin.
Change 2912053 on 2016/03/16 by Peter.Sauerbrei
disable Vulkan in Win32 builds for now
#codereview rolando.caloca
#jira UE-28465
Change 2914512 on 2016/03/18 by Dmitriy.Dyomin
Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled
Change 2914944 on 2016/03/18 by Allan.Bentham
Fix es2 tonemap flip. Fixes UE-25148
Change 2915248 on 2016/03/18 by Chris.Babcock
Updates to support NDK r11
#jira UE-28529
#ue4
#android
Change 2919192 on 2016/03/22 by Chris.Babcock
NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices
#jira UE-28408
#ue4
#android
#codereview Jack.Porter
Change 2919591 on 2016/03/23 by Allan.Bentham
Merge ronin's Gaussian DoF to 4.11's dof changes.
Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+.
Added permutation to exclude separate translucency from Gaussian recombine shader when not in use.
#codereview martin.mittring
Change 2920758 on 2016/03/24 by Dmitriy.Dyomin
Fixed: shifting lighting samples octree
https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html
Change 2920793 on 2016/03/24 by Dmitriy.Dyomin
Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value
#jira UE-26426
Change 2920981 on 2016/03/24 by Dmitriy.Dyomin
GPU particles support for iOS Metal (A8+ only)
#jira UE-11067
#jira UE-28514
#codereview Jack.Porter
Change 2921383 on 2016/03/24 by Allan.Bentham
Fix inverted image on device when framebuffer fetch/bViewRectSource is not used.
#codereview jack.porter
Change 2925694 on 2016/03/29 by Dmitriy.Dyomin
Fixed: GPU particles and bloom on S7 Mali
Change 2927065 on 2016/03/29 by Chris.Babcock
Set the DT_SONAME field in linker (stops warning toast)
#ue4
#android
#codereview Jack.Porter
Change 2927375 on 2016/03/30 by Jack.Porter
Fixed localization for placement mode Cube, Sphere, Cylinder and Cone
Change 2928643 on 2016/03/30 by Jack.Porter
Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF
#code_review: allan.bentham
Change 2932773 on 2016/04/04 by Jack.Porter
Reapply android Vulkan version fixes
Change 2932853 on 2016/04/05 by Jack.Porter
Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion
Change 2932998 on 2016/04/05 by Jack.Porter
Native web browser widget on iOS
#jira UEMOB-20
Change 2933420 on 2016/04/05 by Chris.Babcock
Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78)
#jira UE-29066
#pr #2236
#ue4
#android
Change 2934315 on 2016/04/05 by Chris.Babcock
Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony)
#jira UE-23937
#PR #1820
#ue4
#android
#codereview Ryan.Gerleve
Change 2935038 on 2016/04/06 by Chris.Babcock
Fix OpenGLES31 compile error
#ue4
#android
#codereview Jack.Porter
Change 2936288 on 2016/04/07 by Allan.Bentham
Planar reflection captures for mobile. (UE-27426)
Added mobile planar reflection flag to material.
#codereview jack.porter, daniel.wright
Change 2936297 on 2016/04/07 by Allan.Bentham
Missed file. Planar reflection captures for mobile. (UE-27426)
#codereview jack.porter, daniel.wright
Change 2937763 on 2016/04/08 by Dmitriy.Dyomin
Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick)
GitHub #2031
#jira UE-26576
#codereview Jack.Porter
Change 2937863 on 2016/04/08 by Jack.Porter
Merged Ronin CLs 2840392, 2860028
Allow vertex texture fetches on ES2 (requires absolute mip level)
Change 2938461 on 2016/04/08 by Chris.Babcock
Write Android uninstall batch files
#ue4
#android
Change 2939679 on 2016/04/11 by Allan.Bentham
Remove bStationaryLightUsesCSMForMovableShadows from light component's UI.
renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects
#codereview jack.porter, daniel.wright
Change 2939887 on 2016/04/11 by Chris.Babcock
Android ARM64 libraries
#jira UEPLAT-1268
#ue4
#android
Change 2940125 on 2016/04/11 by Chris.Babcock
Added requirements to Arm64 and x86_64 tooltips
Change 2941051 on 2016/04/12 by Allan.Bentham
Fix for inverted RG channels when using filmic tonemapper with ES2.
#codereview jack.porter
Change 2942523 on 2016/04/13 by Chris.Babcock
Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs
#ue4
#android
#codereview Josh.Adams
Change 2942578 on 2016/04/13 by Chris.Babcock
Add cxademangle dependency to Core for Android
#ue4
#android
#codereview Josh.Adams
Change 2942997 on 2016/04/13 by Chris.Babcock
Run Ant with -quiet first and run again without if there is an error for the log
#ue4
#android
#codereview Josh.Adams
Change 2943320 on 2016/04/14 by Jack.Porter
Fixed planar reflection merge errors
Change 2943352 on 2016/04/14 by Jack.Porter
Fix NAME_VULKAN_ES3_1_ANDROID shader format name
#codereview: Rolando.Coloca
Change 2943367 on 2016/04/14 by Dmitriy.Dyomin
Added cvars to add or strip specific GL extensions from a driver reported extensions string
#jira UE-29467
Change 2943425 on 2016/04/14 by Dmitriy.Dyomin
Better logging of MobileHDR mode
Change 2943461 on 2016/04/14 by Dmitriy.Dyomin
Fixing HDR rendering and bloom on Galaxy S7
Change 2943493 on 2016/04/14 by Dmitriy.Dyomin
Better HDR fix for devices with ES3 support
Change 2943855 on 2016/04/14 by Allan.Bentham
Mobile planar reflections.
- currently only supports opaque materials
#codereview jack.porter
Change 2944721 on 2016/04/14 by Chris.Babcock
Allow Vulkan-only Android builds
#ue4
#android
#codereview Allan.Bentham,Jack.Porter
Change 2944771 on 2016/04/14 by Dmitriy.Dyomin
Fixed: mesh particles crash in ES2
Change 2944827 on 2016/04/15 by Dmitriy.Dyomin
Fixed: GPU particles not working on S6 with Android 6.0.1
Change 2944836 on 2016/04/15 by Jack.Porter
Disable FX system calls in forward renderer when particles showflag is off
Change 2944840 on 2016/04/15 by Jack.Porter
Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2.
#codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright
Change 2944914 on 2016/04/15 by Jack.Porter
Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode
Change 2945020 on 2016/04/15 by Gareth.Martin
Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12.
Change 2943560 on 2016/04/14 by Gareth.Martin
Added ability to expand landscape bounds
#jira UE-28928
#jira UE-25230
Change 2943538 on 2016/04/14 by Gareth.Martin
Fix a crash with saving a level >2GB in size.
There may still be other crashes with >2GB levels.
Change 2943477 on 2016/04/14 by Gareth.Martin
Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool
Also moved all the LOD settings together in LandscapeProxy.h because it was messy
Change 2942113 on 2016/04/13 by Gareth.Martin
Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled.
Change 2941030 on 2016/04/12 by Gareth.Martin
Cleanup and commenting
Change 2940994 on 2016/04/12 by Gareth.Martin
Implement random scale option for Landscape Grass.
#jira UE-25743
Change 2940993 on 2016/04/12 by Gareth.Martin
Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent
Change 2940150 on 2016/04/11 by Gareth.Martin
Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform
Change 2940101 on 2016/04/11 by Gareth.Martin
Additional checks for bad static mesh when building the HISMC tree
Change 2945560 on 2016/04/15 by Rolando.Caloca
DM - Fix for newer Vulkan sdks
Change 2945638 on 2016/04/15 by Chris.Babcock
Fix permissions on uninstall script on Mac
#jira UE-29236
#ue4
#android
#lockdown Jack.Porter
Change 2945856 on 2016/04/15 by Rolando.Caloca
DM - vk - Fix mapped allocations on mobile
#lockdown nick.penwarden
[CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
|
|
|
VARIATION1(0, 1, 0) VARIATION1(1, 0, 0) VARIATION1(1, 1, 0)
|
|
|
|
|
VARIATION1(0, 1, 1) VARIATION1(1, 0, 1) VARIATION1(1, 1, 1)
|
2015-08-14 11:59:44 -04:00
|
|
|
|
|
|
|
|
#undef VARIATION1
|
|
|
|
|
|
|
|
|
|
// @param FarBlur 0:off, 1:on
|
|
|
|
|
// @param NearBlur 0:off, 1:on, 2:on with Vignette
|
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2911743 on 2016/03/16 by Allan.Bentham
Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359
Cleaned up some ronin integration hacks from ronin.
Change 2912053 on 2016/03/16 by Peter.Sauerbrei
disable Vulkan in Win32 builds for now
#codereview rolando.caloca
#jira UE-28465
Change 2914512 on 2016/03/18 by Dmitriy.Dyomin
Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled
Change 2914944 on 2016/03/18 by Allan.Bentham
Fix es2 tonemap flip. Fixes UE-25148
Change 2915248 on 2016/03/18 by Chris.Babcock
Updates to support NDK r11
#jira UE-28529
#ue4
#android
Change 2919192 on 2016/03/22 by Chris.Babcock
NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices
#jira UE-28408
#ue4
#android
#codereview Jack.Porter
Change 2919591 on 2016/03/23 by Allan.Bentham
Merge ronin's Gaussian DoF to 4.11's dof changes.
Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+.
Added permutation to exclude separate translucency from Gaussian recombine shader when not in use.
#codereview martin.mittring
Change 2920758 on 2016/03/24 by Dmitriy.Dyomin
Fixed: shifting lighting samples octree
https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html
Change 2920793 on 2016/03/24 by Dmitriy.Dyomin
Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value
#jira UE-26426
Change 2920981 on 2016/03/24 by Dmitriy.Dyomin
GPU particles support for iOS Metal (A8+ only)
#jira UE-11067
#jira UE-28514
#codereview Jack.Porter
Change 2921383 on 2016/03/24 by Allan.Bentham
Fix inverted image on device when framebuffer fetch/bViewRectSource is not used.
#codereview jack.porter
Change 2925694 on 2016/03/29 by Dmitriy.Dyomin
Fixed: GPU particles and bloom on S7 Mali
Change 2927065 on 2016/03/29 by Chris.Babcock
Set the DT_SONAME field in linker (stops warning toast)
#ue4
#android
#codereview Jack.Porter
Change 2927375 on 2016/03/30 by Jack.Porter
Fixed localization for placement mode Cube, Sphere, Cylinder and Cone
Change 2928643 on 2016/03/30 by Jack.Porter
Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF
#code_review: allan.bentham
Change 2932773 on 2016/04/04 by Jack.Porter
Reapply android Vulkan version fixes
Change 2932853 on 2016/04/05 by Jack.Porter
Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion
Change 2932998 on 2016/04/05 by Jack.Porter
Native web browser widget on iOS
#jira UEMOB-20
Change 2933420 on 2016/04/05 by Chris.Babcock
Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78)
#jira UE-29066
#pr #2236
#ue4
#android
Change 2934315 on 2016/04/05 by Chris.Babcock
Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony)
#jira UE-23937
#PR #1820
#ue4
#android
#codereview Ryan.Gerleve
Change 2935038 on 2016/04/06 by Chris.Babcock
Fix OpenGLES31 compile error
#ue4
#android
#codereview Jack.Porter
Change 2936288 on 2016/04/07 by Allan.Bentham
Planar reflection captures for mobile. (UE-27426)
Added mobile planar reflection flag to material.
#codereview jack.porter, daniel.wright
Change 2936297 on 2016/04/07 by Allan.Bentham
Missed file. Planar reflection captures for mobile. (UE-27426)
#codereview jack.porter, daniel.wright
Change 2937763 on 2016/04/08 by Dmitriy.Dyomin
Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick)
GitHub #2031
#jira UE-26576
#codereview Jack.Porter
Change 2937863 on 2016/04/08 by Jack.Porter
Merged Ronin CLs 2840392, 2860028
Allow vertex texture fetches on ES2 (requires absolute mip level)
Change 2938461 on 2016/04/08 by Chris.Babcock
Write Android uninstall batch files
#ue4
#android
Change 2939679 on 2016/04/11 by Allan.Bentham
Remove bStationaryLightUsesCSMForMovableShadows from light component's UI.
renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects
#codereview jack.porter, daniel.wright
Change 2939887 on 2016/04/11 by Chris.Babcock
Android ARM64 libraries
#jira UEPLAT-1268
#ue4
#android
Change 2940125 on 2016/04/11 by Chris.Babcock
Added requirements to Arm64 and x86_64 tooltips
Change 2941051 on 2016/04/12 by Allan.Bentham
Fix for inverted RG channels when using filmic tonemapper with ES2.
#codereview jack.porter
Change 2942523 on 2016/04/13 by Chris.Babcock
Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs
#ue4
#android
#codereview Josh.Adams
Change 2942578 on 2016/04/13 by Chris.Babcock
Add cxademangle dependency to Core for Android
#ue4
#android
#codereview Josh.Adams
Change 2942997 on 2016/04/13 by Chris.Babcock
Run Ant with -quiet first and run again without if there is an error for the log
#ue4
#android
#codereview Josh.Adams
Change 2943320 on 2016/04/14 by Jack.Porter
Fixed planar reflection merge errors
Change 2943352 on 2016/04/14 by Jack.Porter
Fix NAME_VULKAN_ES3_1_ANDROID shader format name
#codereview: Rolando.Coloca
Change 2943367 on 2016/04/14 by Dmitriy.Dyomin
Added cvars to add or strip specific GL extensions from a driver reported extensions string
#jira UE-29467
Change 2943425 on 2016/04/14 by Dmitriy.Dyomin
Better logging of MobileHDR mode
Change 2943461 on 2016/04/14 by Dmitriy.Dyomin
Fixing HDR rendering and bloom on Galaxy S7
Change 2943493 on 2016/04/14 by Dmitriy.Dyomin
Better HDR fix for devices with ES3 support
Change 2943855 on 2016/04/14 by Allan.Bentham
Mobile planar reflections.
- currently only supports opaque materials
#codereview jack.porter
Change 2944721 on 2016/04/14 by Chris.Babcock
Allow Vulkan-only Android builds
#ue4
#android
#codereview Allan.Bentham,Jack.Porter
Change 2944771 on 2016/04/14 by Dmitriy.Dyomin
Fixed: mesh particles crash in ES2
Change 2944827 on 2016/04/15 by Dmitriy.Dyomin
Fixed: GPU particles not working on S6 with Android 6.0.1
Change 2944836 on 2016/04/15 by Jack.Porter
Disable FX system calls in forward renderer when particles showflag is off
Change 2944840 on 2016/04/15 by Jack.Porter
Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2.
#codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright
Change 2944914 on 2016/04/15 by Jack.Porter
Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode
Change 2945020 on 2016/04/15 by Gareth.Martin
Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12.
Change 2943560 on 2016/04/14 by Gareth.Martin
Added ability to expand landscape bounds
#jira UE-28928
#jira UE-25230
Change 2943538 on 2016/04/14 by Gareth.Martin
Fix a crash with saving a level >2GB in size.
There may still be other crashes with >2GB levels.
Change 2943477 on 2016/04/14 by Gareth.Martin
Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool
Also moved all the LOD settings together in LandscapeProxy.h because it was messy
Change 2942113 on 2016/04/13 by Gareth.Martin
Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled.
Change 2941030 on 2016/04/12 by Gareth.Martin
Cleanup and commenting
Change 2940994 on 2016/04/12 by Gareth.Martin
Implement random scale option for Landscape Grass.
#jira UE-25743
Change 2940993 on 2016/04/12 by Gareth.Martin
Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent
Change 2940150 on 2016/04/11 by Gareth.Martin
Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform
Change 2940101 on 2016/04/11 by Gareth.Martin
Additional checks for bad static mesh when building the HISMC tree
Change 2945560 on 2016/04/15 by Rolando.Caloca
DM - Fix for newer Vulkan sdks
Change 2945638 on 2016/04/15 by Chris.Babcock
Fix permissions on uninstall script on Mac
#jira UE-29236
#ue4
#android
#lockdown Jack.Porter
Change 2945856 on 2016/04/15 by Rolando.Caloca
DM - vk - Fix mapped allocations on mobile
#lockdown nick.penwarden
[CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
|
|
|
template <uint32 FarBlur, uint32 NearBlur, uint32 SeparateTranslucency>
|
2015-08-14 11:59:44 -04:00
|
|
|
static FShader* SetDOFRecombineShaderTempl(const FRenderingCompositePassContext& Context)
|
|
|
|
|
{
|
|
|
|
|
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
|
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2911743 on 2016/03/16 by Allan.Bentham
Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359
Cleaned up some ronin integration hacks from ronin.
Change 2912053 on 2016/03/16 by Peter.Sauerbrei
disable Vulkan in Win32 builds for now
#codereview rolando.caloca
#jira UE-28465
Change 2914512 on 2016/03/18 by Dmitriy.Dyomin
Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled
Change 2914944 on 2016/03/18 by Allan.Bentham
Fix es2 tonemap flip. Fixes UE-25148
Change 2915248 on 2016/03/18 by Chris.Babcock
Updates to support NDK r11
#jira UE-28529
#ue4
#android
Change 2919192 on 2016/03/22 by Chris.Babcock
NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices
#jira UE-28408
#ue4
#android
#codereview Jack.Porter
Change 2919591 on 2016/03/23 by Allan.Bentham
Merge ronin's Gaussian DoF to 4.11's dof changes.
Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+.
Added permutation to exclude separate translucency from Gaussian recombine shader when not in use.
#codereview martin.mittring
Change 2920758 on 2016/03/24 by Dmitriy.Dyomin
Fixed: shifting lighting samples octree
https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html
Change 2920793 on 2016/03/24 by Dmitriy.Dyomin
Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value
#jira UE-26426
Change 2920981 on 2016/03/24 by Dmitriy.Dyomin
GPU particles support for iOS Metal (A8+ only)
#jira UE-11067
#jira UE-28514
#codereview Jack.Porter
Change 2921383 on 2016/03/24 by Allan.Bentham
Fix inverted image on device when framebuffer fetch/bViewRectSource is not used.
#codereview jack.porter
Change 2925694 on 2016/03/29 by Dmitriy.Dyomin
Fixed: GPU particles and bloom on S7 Mali
Change 2927065 on 2016/03/29 by Chris.Babcock
Set the DT_SONAME field in linker (stops warning toast)
#ue4
#android
#codereview Jack.Porter
Change 2927375 on 2016/03/30 by Jack.Porter
Fixed localization for placement mode Cube, Sphere, Cylinder and Cone
Change 2928643 on 2016/03/30 by Jack.Porter
Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF
#code_review: allan.bentham
Change 2932773 on 2016/04/04 by Jack.Porter
Reapply android Vulkan version fixes
Change 2932853 on 2016/04/05 by Jack.Porter
Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion
Change 2932998 on 2016/04/05 by Jack.Porter
Native web browser widget on iOS
#jira UEMOB-20
Change 2933420 on 2016/04/05 by Chris.Babcock
Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78)
#jira UE-29066
#pr #2236
#ue4
#android
Change 2934315 on 2016/04/05 by Chris.Babcock
Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony)
#jira UE-23937
#PR #1820
#ue4
#android
#codereview Ryan.Gerleve
Change 2935038 on 2016/04/06 by Chris.Babcock
Fix OpenGLES31 compile error
#ue4
#android
#codereview Jack.Porter
Change 2936288 on 2016/04/07 by Allan.Bentham
Planar reflection captures for mobile. (UE-27426)
Added mobile planar reflection flag to material.
#codereview jack.porter, daniel.wright
Change 2936297 on 2016/04/07 by Allan.Bentham
Missed file. Planar reflection captures for mobile. (UE-27426)
#codereview jack.porter, daniel.wright
Change 2937763 on 2016/04/08 by Dmitriy.Dyomin
Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick)
GitHub #2031
#jira UE-26576
#codereview Jack.Porter
Change 2937863 on 2016/04/08 by Jack.Porter
Merged Ronin CLs 2840392, 2860028
Allow vertex texture fetches on ES2 (requires absolute mip level)
Change 2938461 on 2016/04/08 by Chris.Babcock
Write Android uninstall batch files
#ue4
#android
Change 2939679 on 2016/04/11 by Allan.Bentham
Remove bStationaryLightUsesCSMForMovableShadows from light component's UI.
renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects
#codereview jack.porter, daniel.wright
Change 2939887 on 2016/04/11 by Chris.Babcock
Android ARM64 libraries
#jira UEPLAT-1268
#ue4
#android
Change 2940125 on 2016/04/11 by Chris.Babcock
Added requirements to Arm64 and x86_64 tooltips
Change 2941051 on 2016/04/12 by Allan.Bentham
Fix for inverted RG channels when using filmic tonemapper with ES2.
#codereview jack.porter
Change 2942523 on 2016/04/13 by Chris.Babcock
Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs
#ue4
#android
#codereview Josh.Adams
Change 2942578 on 2016/04/13 by Chris.Babcock
Add cxademangle dependency to Core for Android
#ue4
#android
#codereview Josh.Adams
Change 2942997 on 2016/04/13 by Chris.Babcock
Run Ant with -quiet first and run again without if there is an error for the log
#ue4
#android
#codereview Josh.Adams
Change 2943320 on 2016/04/14 by Jack.Porter
Fixed planar reflection merge errors
Change 2943352 on 2016/04/14 by Jack.Porter
Fix NAME_VULKAN_ES3_1_ANDROID shader format name
#codereview: Rolando.Coloca
Change 2943367 on 2016/04/14 by Dmitriy.Dyomin
Added cvars to add or strip specific GL extensions from a driver reported extensions string
#jira UE-29467
Change 2943425 on 2016/04/14 by Dmitriy.Dyomin
Better logging of MobileHDR mode
Change 2943461 on 2016/04/14 by Dmitriy.Dyomin
Fixing HDR rendering and bloom on Galaxy S7
Change 2943493 on 2016/04/14 by Dmitriy.Dyomin
Better HDR fix for devices with ES3 support
Change 2943855 on 2016/04/14 by Allan.Bentham
Mobile planar reflections.
- currently only supports opaque materials
#codereview jack.porter
Change 2944721 on 2016/04/14 by Chris.Babcock
Allow Vulkan-only Android builds
#ue4
#android
#codereview Allan.Bentham,Jack.Porter
Change 2944771 on 2016/04/14 by Dmitriy.Dyomin
Fixed: mesh particles crash in ES2
Change 2944827 on 2016/04/15 by Dmitriy.Dyomin
Fixed: GPU particles not working on S6 with Android 6.0.1
Change 2944836 on 2016/04/15 by Jack.Porter
Disable FX system calls in forward renderer when particles showflag is off
Change 2944840 on 2016/04/15 by Jack.Porter
Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2.
#codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright
Change 2944914 on 2016/04/15 by Jack.Porter
Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode
Change 2945020 on 2016/04/15 by Gareth.Martin
Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12.
Change 2943560 on 2016/04/14 by Gareth.Martin
Added ability to expand landscape bounds
#jira UE-28928
#jira UE-25230
Change 2943538 on 2016/04/14 by Gareth.Martin
Fix a crash with saving a level >2GB in size.
There may still be other crashes with >2GB levels.
Change 2943477 on 2016/04/14 by Gareth.Martin
Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool
Also moved all the LOD settings together in LandscapeProxy.h because it was messy
Change 2942113 on 2016/04/13 by Gareth.Martin
Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled.
Change 2941030 on 2016/04/12 by Gareth.Martin
Cleanup and commenting
Change 2940994 on 2016/04/12 by Gareth.Martin
Implement random scale option for Landscape Grass.
#jira UE-25743
Change 2940993 on 2016/04/12 by Gareth.Martin
Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent
Change 2940150 on 2016/04/11 by Gareth.Martin
Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform
Change 2940101 on 2016/04/11 by Gareth.Martin
Additional checks for bad static mesh when building the HISMC tree
Change 2945560 on 2016/04/15 by Rolando.Caloca
DM - Fix for newer Vulkan sdks
Change 2945638 on 2016/04/15 by Chris.Babcock
Fix permissions on uninstall script on Mac
#jira UE-29236
#ue4
#android
#lockdown Jack.Porter
Change 2945856 on 2016/04/15 by Rolando.Caloca
DM - vk - Fix mapped allocations on mobile
#lockdown nick.penwarden
[CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
|
|
|
TShaderMapRef<FPostProcessDOFRecombinePS<FarBlur, NearBlur, SeparateTranslucency> > PixelShader(Context.GetShaderMap());
|
2015-08-14 11:59:44 -04:00
|
|
|
|
|
|
|
|
static FGlobalBoundShaderState BoundShaderState;
|
|
|
|
|
|
|
|
|
|
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
|
|
|
|
|
|
|
|
|
|
VertexShader->SetParameters(Context);
|
|
|
|
|
PixelShader->SetParameters(Context);
|
|
|
|
|
|
|
|
|
|
return *VertexShader;
|
|
|
|
|
}
|
2014-03-14 14:13:41 -04:00
|
|
|
|
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2911743 on 2016/03/16 by Allan.Bentham
Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359
Cleaned up some ronin integration hacks from ronin.
Change 2912053 on 2016/03/16 by Peter.Sauerbrei
disable Vulkan in Win32 builds for now
#codereview rolando.caloca
#jira UE-28465
Change 2914512 on 2016/03/18 by Dmitriy.Dyomin
Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled
Change 2914944 on 2016/03/18 by Allan.Bentham
Fix es2 tonemap flip. Fixes UE-25148
Change 2915248 on 2016/03/18 by Chris.Babcock
Updates to support NDK r11
#jira UE-28529
#ue4
#android
Change 2919192 on 2016/03/22 by Chris.Babcock
NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices
#jira UE-28408
#ue4
#android
#codereview Jack.Porter
Change 2919591 on 2016/03/23 by Allan.Bentham
Merge ronin's Gaussian DoF to 4.11's dof changes.
Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+.
Added permutation to exclude separate translucency from Gaussian recombine shader when not in use.
#codereview martin.mittring
Change 2920758 on 2016/03/24 by Dmitriy.Dyomin
Fixed: shifting lighting samples octree
https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html
Change 2920793 on 2016/03/24 by Dmitriy.Dyomin
Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value
#jira UE-26426
Change 2920981 on 2016/03/24 by Dmitriy.Dyomin
GPU particles support for iOS Metal (A8+ only)
#jira UE-11067
#jira UE-28514
#codereview Jack.Porter
Change 2921383 on 2016/03/24 by Allan.Bentham
Fix inverted image on device when framebuffer fetch/bViewRectSource is not used.
#codereview jack.porter
Change 2925694 on 2016/03/29 by Dmitriy.Dyomin
Fixed: GPU particles and bloom on S7 Mali
Change 2927065 on 2016/03/29 by Chris.Babcock
Set the DT_SONAME field in linker (stops warning toast)
#ue4
#android
#codereview Jack.Porter
Change 2927375 on 2016/03/30 by Jack.Porter
Fixed localization for placement mode Cube, Sphere, Cylinder and Cone
Change 2928643 on 2016/03/30 by Jack.Porter
Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF
#code_review: allan.bentham
Change 2932773 on 2016/04/04 by Jack.Porter
Reapply android Vulkan version fixes
Change 2932853 on 2016/04/05 by Jack.Porter
Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion
Change 2932998 on 2016/04/05 by Jack.Porter
Native web browser widget on iOS
#jira UEMOB-20
Change 2933420 on 2016/04/05 by Chris.Babcock
Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78)
#jira UE-29066
#pr #2236
#ue4
#android
Change 2934315 on 2016/04/05 by Chris.Babcock
Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony)
#jira UE-23937
#PR #1820
#ue4
#android
#codereview Ryan.Gerleve
Change 2935038 on 2016/04/06 by Chris.Babcock
Fix OpenGLES31 compile error
#ue4
#android
#codereview Jack.Porter
Change 2936288 on 2016/04/07 by Allan.Bentham
Planar reflection captures for mobile. (UE-27426)
Added mobile planar reflection flag to material.
#codereview jack.porter, daniel.wright
Change 2936297 on 2016/04/07 by Allan.Bentham
Missed file. Planar reflection captures for mobile. (UE-27426)
#codereview jack.porter, daniel.wright
Change 2937763 on 2016/04/08 by Dmitriy.Dyomin
Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick)
GitHub #2031
#jira UE-26576
#codereview Jack.Porter
Change 2937863 on 2016/04/08 by Jack.Porter
Merged Ronin CLs 2840392, 2860028
Allow vertex texture fetches on ES2 (requires absolute mip level)
Change 2938461 on 2016/04/08 by Chris.Babcock
Write Android uninstall batch files
#ue4
#android
Change 2939679 on 2016/04/11 by Allan.Bentham
Remove bStationaryLightUsesCSMForMovableShadows from light component's UI.
renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects
#codereview jack.porter, daniel.wright
Change 2939887 on 2016/04/11 by Chris.Babcock
Android ARM64 libraries
#jira UEPLAT-1268
#ue4
#android
Change 2940125 on 2016/04/11 by Chris.Babcock
Added requirements to Arm64 and x86_64 tooltips
Change 2941051 on 2016/04/12 by Allan.Bentham
Fix for inverted RG channels when using filmic tonemapper with ES2.
#codereview jack.porter
Change 2942523 on 2016/04/13 by Chris.Babcock
Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs
#ue4
#android
#codereview Josh.Adams
Change 2942578 on 2016/04/13 by Chris.Babcock
Add cxademangle dependency to Core for Android
#ue4
#android
#codereview Josh.Adams
Change 2942997 on 2016/04/13 by Chris.Babcock
Run Ant with -quiet first and run again without if there is an error for the log
#ue4
#android
#codereview Josh.Adams
Change 2943320 on 2016/04/14 by Jack.Porter
Fixed planar reflection merge errors
Change 2943352 on 2016/04/14 by Jack.Porter
Fix NAME_VULKAN_ES3_1_ANDROID shader format name
#codereview: Rolando.Coloca
Change 2943367 on 2016/04/14 by Dmitriy.Dyomin
Added cvars to add or strip specific GL extensions from a driver reported extensions string
#jira UE-29467
Change 2943425 on 2016/04/14 by Dmitriy.Dyomin
Better logging of MobileHDR mode
Change 2943461 on 2016/04/14 by Dmitriy.Dyomin
Fixing HDR rendering and bloom on Galaxy S7
Change 2943493 on 2016/04/14 by Dmitriy.Dyomin
Better HDR fix for devices with ES3 support
Change 2943855 on 2016/04/14 by Allan.Bentham
Mobile planar reflections.
- currently only supports opaque materials
#codereview jack.porter
Change 2944721 on 2016/04/14 by Chris.Babcock
Allow Vulkan-only Android builds
#ue4
#android
#codereview Allan.Bentham,Jack.Porter
Change 2944771 on 2016/04/14 by Dmitriy.Dyomin
Fixed: mesh particles crash in ES2
Change 2944827 on 2016/04/15 by Dmitriy.Dyomin
Fixed: GPU particles not working on S6 with Android 6.0.1
Change 2944836 on 2016/04/15 by Jack.Porter
Disable FX system calls in forward renderer when particles showflag is off
Change 2944840 on 2016/04/15 by Jack.Porter
Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2.
#codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright
Change 2944914 on 2016/04/15 by Jack.Porter
Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode
Change 2945020 on 2016/04/15 by Gareth.Martin
Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12.
Change 2943560 on 2016/04/14 by Gareth.Martin
Added ability to expand landscape bounds
#jira UE-28928
#jira UE-25230
Change 2943538 on 2016/04/14 by Gareth.Martin
Fix a crash with saving a level >2GB in size.
There may still be other crashes with >2GB levels.
Change 2943477 on 2016/04/14 by Gareth.Martin
Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool
Also moved all the LOD settings together in LandscapeProxy.h because it was messy
Change 2942113 on 2016/04/13 by Gareth.Martin
Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled.
Change 2941030 on 2016/04/12 by Gareth.Martin
Cleanup and commenting
Change 2940994 on 2016/04/12 by Gareth.Martin
Implement random scale option for Landscape Grass.
#jira UE-25743
Change 2940993 on 2016/04/12 by Gareth.Martin
Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent
Change 2940150 on 2016/04/11 by Gareth.Martin
Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform
Change 2940101 on 2016/04/11 by Gareth.Martin
Additional checks for bad static mesh when building the HISMC tree
Change 2945560 on 2016/04/15 by Rolando.Caloca
DM - Fix for newer Vulkan sdks
Change 2945638 on 2016/04/15 by Chris.Babcock
Fix permissions on uninstall script on Mac
#jira UE-29236
#ue4
#android
#lockdown Jack.Porter
Change 2945856 on 2016/04/15 by Rolando.Caloca
DM - vk - Fix mapped allocations on mobile
#lockdown nick.penwarden
[CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
|
|
|
template <uint32 FarBlur, uint32 NearBlur>
|
|
|
|
|
static FShader* SetDOFRecombineShaderTempl(const FRenderingCompositePassContext& Context, bool bSeparateTranslucency)
|
|
|
|
|
{
|
|
|
|
|
if (bSeparateTranslucency)
|
|
|
|
|
{
|
|
|
|
|
return SetDOFRecombineShaderTempl<FarBlur, NearBlur, 1u>(Context);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return SetDOFRecombineShaderTempl<FarBlur, NearBlur, 0u>(Context);
|
|
|
|
|
}
|
|
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
void FRCPassPostProcessDOFRecombine::Process(FRenderingCompositePassContext& Context)
|
|
|
|
|
{
|
2014-10-20 10:43:43 -04:00
|
|
|
SCOPED_DRAW_EVENT(Context.RHICmdList, DOFRecombine);
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2015-08-14 11:59:44 -04:00
|
|
|
// Get the Far or Near RTDesc
|
2014-03-14 14:13:41 -04:00
|
|
|
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input1);
|
2015-08-14 11:59:44 -04:00
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
if(!InputDesc)
|
|
|
|
|
{
|
2015-08-14 11:59:44 -04:00
|
|
|
InputDesc = GetInputDesc(ePId_Input2);
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
2015-08-14 11:59:44 -04:00
|
|
|
check(InputDesc);
|
|
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
const FSceneView& View = Context.View;
|
|
|
|
|
|
2014-08-28 06:22:54 -04:00
|
|
|
const auto FeatureLevel = Context.GetFeatureLevel();
|
|
|
|
|
auto ShaderMap = Context.GetShaderMap();
|
|
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
FIntPoint TexSize = InputDesc->Extent;
|
|
|
|
|
|
|
|
|
|
// usually 1, 2, 4 or 8
|
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2911743 on 2016/03/16 by Allan.Bentham
Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359
Cleaned up some ronin integration hacks from ronin.
Change 2912053 on 2016/03/16 by Peter.Sauerbrei
disable Vulkan in Win32 builds for now
#codereview rolando.caloca
#jira UE-28465
Change 2914512 on 2016/03/18 by Dmitriy.Dyomin
Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled
Change 2914944 on 2016/03/18 by Allan.Bentham
Fix es2 tonemap flip. Fixes UE-25148
Change 2915248 on 2016/03/18 by Chris.Babcock
Updates to support NDK r11
#jira UE-28529
#ue4
#android
Change 2919192 on 2016/03/22 by Chris.Babcock
NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices
#jira UE-28408
#ue4
#android
#codereview Jack.Porter
Change 2919591 on 2016/03/23 by Allan.Bentham
Merge ronin's Gaussian DoF to 4.11's dof changes.
Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+.
Added permutation to exclude separate translucency from Gaussian recombine shader when not in use.
#codereview martin.mittring
Change 2920758 on 2016/03/24 by Dmitriy.Dyomin
Fixed: shifting lighting samples octree
https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html
Change 2920793 on 2016/03/24 by Dmitriy.Dyomin
Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value
#jira UE-26426
Change 2920981 on 2016/03/24 by Dmitriy.Dyomin
GPU particles support for iOS Metal (A8+ only)
#jira UE-11067
#jira UE-28514
#codereview Jack.Porter
Change 2921383 on 2016/03/24 by Allan.Bentham
Fix inverted image on device when framebuffer fetch/bViewRectSource is not used.
#codereview jack.porter
Change 2925694 on 2016/03/29 by Dmitriy.Dyomin
Fixed: GPU particles and bloom on S7 Mali
Change 2927065 on 2016/03/29 by Chris.Babcock
Set the DT_SONAME field in linker (stops warning toast)
#ue4
#android
#codereview Jack.Porter
Change 2927375 on 2016/03/30 by Jack.Porter
Fixed localization for placement mode Cube, Sphere, Cylinder and Cone
Change 2928643 on 2016/03/30 by Jack.Porter
Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF
#code_review: allan.bentham
Change 2932773 on 2016/04/04 by Jack.Porter
Reapply android Vulkan version fixes
Change 2932853 on 2016/04/05 by Jack.Porter
Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion
Change 2932998 on 2016/04/05 by Jack.Porter
Native web browser widget on iOS
#jira UEMOB-20
Change 2933420 on 2016/04/05 by Chris.Babcock
Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78)
#jira UE-29066
#pr #2236
#ue4
#android
Change 2934315 on 2016/04/05 by Chris.Babcock
Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony)
#jira UE-23937
#PR #1820
#ue4
#android
#codereview Ryan.Gerleve
Change 2935038 on 2016/04/06 by Chris.Babcock
Fix OpenGLES31 compile error
#ue4
#android
#codereview Jack.Porter
Change 2936288 on 2016/04/07 by Allan.Bentham
Planar reflection captures for mobile. (UE-27426)
Added mobile planar reflection flag to material.
#codereview jack.porter, daniel.wright
Change 2936297 on 2016/04/07 by Allan.Bentham
Missed file. Planar reflection captures for mobile. (UE-27426)
#codereview jack.porter, daniel.wright
Change 2937763 on 2016/04/08 by Dmitriy.Dyomin
Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick)
GitHub #2031
#jira UE-26576
#codereview Jack.Porter
Change 2937863 on 2016/04/08 by Jack.Porter
Merged Ronin CLs 2840392, 2860028
Allow vertex texture fetches on ES2 (requires absolute mip level)
Change 2938461 on 2016/04/08 by Chris.Babcock
Write Android uninstall batch files
#ue4
#android
Change 2939679 on 2016/04/11 by Allan.Bentham
Remove bStationaryLightUsesCSMForMovableShadows from light component's UI.
renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects
#codereview jack.porter, daniel.wright
Change 2939887 on 2016/04/11 by Chris.Babcock
Android ARM64 libraries
#jira UEPLAT-1268
#ue4
#android
Change 2940125 on 2016/04/11 by Chris.Babcock
Added requirements to Arm64 and x86_64 tooltips
Change 2941051 on 2016/04/12 by Allan.Bentham
Fix for inverted RG channels when using filmic tonemapper with ES2.
#codereview jack.porter
Change 2942523 on 2016/04/13 by Chris.Babcock
Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs
#ue4
#android
#codereview Josh.Adams
Change 2942578 on 2016/04/13 by Chris.Babcock
Add cxademangle dependency to Core for Android
#ue4
#android
#codereview Josh.Adams
Change 2942997 on 2016/04/13 by Chris.Babcock
Run Ant with -quiet first and run again without if there is an error for the log
#ue4
#android
#codereview Josh.Adams
Change 2943320 on 2016/04/14 by Jack.Porter
Fixed planar reflection merge errors
Change 2943352 on 2016/04/14 by Jack.Porter
Fix NAME_VULKAN_ES3_1_ANDROID shader format name
#codereview: Rolando.Coloca
Change 2943367 on 2016/04/14 by Dmitriy.Dyomin
Added cvars to add or strip specific GL extensions from a driver reported extensions string
#jira UE-29467
Change 2943425 on 2016/04/14 by Dmitriy.Dyomin
Better logging of MobileHDR mode
Change 2943461 on 2016/04/14 by Dmitriy.Dyomin
Fixing HDR rendering and bloom on Galaxy S7
Change 2943493 on 2016/04/14 by Dmitriy.Dyomin
Better HDR fix for devices with ES3 support
Change 2943855 on 2016/04/14 by Allan.Bentham
Mobile planar reflections.
- currently only supports opaque materials
#codereview jack.porter
Change 2944721 on 2016/04/14 by Chris.Babcock
Allow Vulkan-only Android builds
#ue4
#android
#codereview Allan.Bentham,Jack.Porter
Change 2944771 on 2016/04/14 by Dmitriy.Dyomin
Fixed: mesh particles crash in ES2
Change 2944827 on 2016/04/15 by Dmitriy.Dyomin
Fixed: GPU particles not working on S6 with Android 6.0.1
Change 2944836 on 2016/04/15 by Jack.Porter
Disable FX system calls in forward renderer when particles showflag is off
Change 2944840 on 2016/04/15 by Jack.Porter
Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2.
#codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright
Change 2944914 on 2016/04/15 by Jack.Porter
Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode
Change 2945020 on 2016/04/15 by Gareth.Martin
Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12.
Change 2943560 on 2016/04/14 by Gareth.Martin
Added ability to expand landscape bounds
#jira UE-28928
#jira UE-25230
Change 2943538 on 2016/04/14 by Gareth.Martin
Fix a crash with saving a level >2GB in size.
There may still be other crashes with >2GB levels.
Change 2943477 on 2016/04/14 by Gareth.Martin
Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool
Also moved all the LOD settings together in LandscapeProxy.h because it was messy
Change 2942113 on 2016/04/13 by Gareth.Martin
Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled.
Change 2941030 on 2016/04/12 by Gareth.Martin
Cleanup and commenting
Change 2940994 on 2016/04/12 by Gareth.Martin
Implement random scale option for Landscape Grass.
#jira UE-25743
Change 2940993 on 2016/04/12 by Gareth.Martin
Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent
Change 2940150 on 2016/04/11 by Gareth.Martin
Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform
Change 2940101 on 2016/04/11 by Gareth.Martin
Additional checks for bad static mesh when building the HISMC tree
Change 2945560 on 2016/04/15 by Rolando.Caloca
DM - Fix for newer Vulkan sdks
Change 2945638 on 2016/04/15 by Chris.Babcock
Fix permissions on uninstall script on Mac
#jira UE-29236
#ue4
#android
#lockdown Jack.Porter
Change 2945856 on 2016/04/15 by Rolando.Caloca
DM - vk - Fix mapped allocations on mobile
#lockdown nick.penwarden
[CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
|
|
|
uint32 ScaleToFullRes = FMath::DivideAndRoundUp(FSceneRenderTargets::Get(Context.RHICmdList).GetBufferSizeXY().X , TexSize.X);
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
FIntRect HalfResViewRect = View.ViewRect / ScaleToFullRes;
|
|
|
|
|
|
|
|
|
|
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
|
|
|
|
|
|
|
|
|
|
// Set the view family's render target/viewport.
|
|
|
|
|
|
2016-03-16 21:16:51 -04:00
|
|
|
//@todo Ronin find a way to use the same codepath for all platforms.
|
|
|
|
|
const EShaderPlatform ShaderPlatform = GShaderPlatformForFeatureLevel[Context.GetFeatureLevel()];
|
|
|
|
|
if (IsVulkanMobilePlatform(ShaderPlatform))
|
|
|
|
|
{
|
|
|
|
|
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef(), ESimpleRenderTargetMode::EClearColorAndDepth);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
|
|
|
|
|
// is optimized away if possible (RT size=view size, )
|
|
|
|
|
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, View.ViewRect);
|
|
|
|
|
}
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
Context.SetViewportAndCallRHI(View.ViewRect);
|
|
|
|
|
|
|
|
|
|
// set the state
|
2014-06-12 07:13:34 -04:00
|
|
|
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
|
|
|
|
|
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
|
|
|
|
|
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2015-08-14 11:59:44 -04:00
|
|
|
bool bFarBlur = GetInputDesc(ePId_Input1) != 0;
|
|
|
|
|
bool bNearBlur = GetInputDesc(ePId_Input2) != 0;
|
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2911743 on 2016/03/16 by Allan.Bentham
Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359
Cleaned up some ronin integration hacks from ronin.
Change 2912053 on 2016/03/16 by Peter.Sauerbrei
disable Vulkan in Win32 builds for now
#codereview rolando.caloca
#jira UE-28465
Change 2914512 on 2016/03/18 by Dmitriy.Dyomin
Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled
Change 2914944 on 2016/03/18 by Allan.Bentham
Fix es2 tonemap flip. Fixes UE-25148
Change 2915248 on 2016/03/18 by Chris.Babcock
Updates to support NDK r11
#jira UE-28529
#ue4
#android
Change 2919192 on 2016/03/22 by Chris.Babcock
NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices
#jira UE-28408
#ue4
#android
#codereview Jack.Porter
Change 2919591 on 2016/03/23 by Allan.Bentham
Merge ronin's Gaussian DoF to 4.11's dof changes.
Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+.
Added permutation to exclude separate translucency from Gaussian recombine shader when not in use.
#codereview martin.mittring
Change 2920758 on 2016/03/24 by Dmitriy.Dyomin
Fixed: shifting lighting samples octree
https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html
Change 2920793 on 2016/03/24 by Dmitriy.Dyomin
Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value
#jira UE-26426
Change 2920981 on 2016/03/24 by Dmitriy.Dyomin
GPU particles support for iOS Metal (A8+ only)
#jira UE-11067
#jira UE-28514
#codereview Jack.Porter
Change 2921383 on 2016/03/24 by Allan.Bentham
Fix inverted image on device when framebuffer fetch/bViewRectSource is not used.
#codereview jack.porter
Change 2925694 on 2016/03/29 by Dmitriy.Dyomin
Fixed: GPU particles and bloom on S7 Mali
Change 2927065 on 2016/03/29 by Chris.Babcock
Set the DT_SONAME field in linker (stops warning toast)
#ue4
#android
#codereview Jack.Porter
Change 2927375 on 2016/03/30 by Jack.Porter
Fixed localization for placement mode Cube, Sphere, Cylinder and Cone
Change 2928643 on 2016/03/30 by Jack.Porter
Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF
#code_review: allan.bentham
Change 2932773 on 2016/04/04 by Jack.Porter
Reapply android Vulkan version fixes
Change 2932853 on 2016/04/05 by Jack.Porter
Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion
Change 2932998 on 2016/04/05 by Jack.Porter
Native web browser widget on iOS
#jira UEMOB-20
Change 2933420 on 2016/04/05 by Chris.Babcock
Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78)
#jira UE-29066
#pr #2236
#ue4
#android
Change 2934315 on 2016/04/05 by Chris.Babcock
Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony)
#jira UE-23937
#PR #1820
#ue4
#android
#codereview Ryan.Gerleve
Change 2935038 on 2016/04/06 by Chris.Babcock
Fix OpenGLES31 compile error
#ue4
#android
#codereview Jack.Porter
Change 2936288 on 2016/04/07 by Allan.Bentham
Planar reflection captures for mobile. (UE-27426)
Added mobile planar reflection flag to material.
#codereview jack.porter, daniel.wright
Change 2936297 on 2016/04/07 by Allan.Bentham
Missed file. Planar reflection captures for mobile. (UE-27426)
#codereview jack.porter, daniel.wright
Change 2937763 on 2016/04/08 by Dmitriy.Dyomin
Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick)
GitHub #2031
#jira UE-26576
#codereview Jack.Porter
Change 2937863 on 2016/04/08 by Jack.Porter
Merged Ronin CLs 2840392, 2860028
Allow vertex texture fetches on ES2 (requires absolute mip level)
Change 2938461 on 2016/04/08 by Chris.Babcock
Write Android uninstall batch files
#ue4
#android
Change 2939679 on 2016/04/11 by Allan.Bentham
Remove bStationaryLightUsesCSMForMovableShadows from light component's UI.
renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects
#codereview jack.porter, daniel.wright
Change 2939887 on 2016/04/11 by Chris.Babcock
Android ARM64 libraries
#jira UEPLAT-1268
#ue4
#android
Change 2940125 on 2016/04/11 by Chris.Babcock
Added requirements to Arm64 and x86_64 tooltips
Change 2941051 on 2016/04/12 by Allan.Bentham
Fix for inverted RG channels when using filmic tonemapper with ES2.
#codereview jack.porter
Change 2942523 on 2016/04/13 by Chris.Babcock
Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs
#ue4
#android
#codereview Josh.Adams
Change 2942578 on 2016/04/13 by Chris.Babcock
Add cxademangle dependency to Core for Android
#ue4
#android
#codereview Josh.Adams
Change 2942997 on 2016/04/13 by Chris.Babcock
Run Ant with -quiet first and run again without if there is an error for the log
#ue4
#android
#codereview Josh.Adams
Change 2943320 on 2016/04/14 by Jack.Porter
Fixed planar reflection merge errors
Change 2943352 on 2016/04/14 by Jack.Porter
Fix NAME_VULKAN_ES3_1_ANDROID shader format name
#codereview: Rolando.Coloca
Change 2943367 on 2016/04/14 by Dmitriy.Dyomin
Added cvars to add or strip specific GL extensions from a driver reported extensions string
#jira UE-29467
Change 2943425 on 2016/04/14 by Dmitriy.Dyomin
Better logging of MobileHDR mode
Change 2943461 on 2016/04/14 by Dmitriy.Dyomin
Fixing HDR rendering and bloom on Galaxy S7
Change 2943493 on 2016/04/14 by Dmitriy.Dyomin
Better HDR fix for devices with ES3 support
Change 2943855 on 2016/04/14 by Allan.Bentham
Mobile planar reflections.
- currently only supports opaque materials
#codereview jack.porter
Change 2944721 on 2016/04/14 by Chris.Babcock
Allow Vulkan-only Android builds
#ue4
#android
#codereview Allan.Bentham,Jack.Porter
Change 2944771 on 2016/04/14 by Dmitriy.Dyomin
Fixed: mesh particles crash in ES2
Change 2944827 on 2016/04/15 by Dmitriy.Dyomin
Fixed: GPU particles not working on S6 with Android 6.0.1
Change 2944836 on 2016/04/15 by Jack.Porter
Disable FX system calls in forward renderer when particles showflag is off
Change 2944840 on 2016/04/15 by Jack.Porter
Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2.
#codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright
Change 2944914 on 2016/04/15 by Jack.Porter
Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode
Change 2945020 on 2016/04/15 by Gareth.Martin
Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12.
Change 2943560 on 2016/04/14 by Gareth.Martin
Added ability to expand landscape bounds
#jira UE-28928
#jira UE-25230
Change 2943538 on 2016/04/14 by Gareth.Martin
Fix a crash with saving a level >2GB in size.
There may still be other crashes with >2GB levels.
Change 2943477 on 2016/04/14 by Gareth.Martin
Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool
Also moved all the LOD settings together in LandscapeProxy.h because it was messy
Change 2942113 on 2016/04/13 by Gareth.Martin
Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled.
Change 2941030 on 2016/04/12 by Gareth.Martin
Cleanup and commenting
Change 2940994 on 2016/04/12 by Gareth.Martin
Implement random scale option for Landscape Grass.
#jira UE-25743
Change 2940993 on 2016/04/12 by Gareth.Martin
Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent
Change 2940150 on 2016/04/11 by Gareth.Martin
Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform
Change 2940101 on 2016/04/11 by Gareth.Martin
Additional checks for bad static mesh when building the HISMC tree
Change 2945560 on 2016/04/15 by Rolando.Caloca
DM - Fix for newer Vulkan sdks
Change 2945638 on 2016/04/15 by Chris.Babcock
Fix permissions on uninstall script on Mac
#jira UE-29236
#ue4
#android
#lockdown Jack.Porter
Change 2945856 on 2016/04/15 by Rolando.Caloca
DM - vk - Fix mapped allocations on mobile
#lockdown nick.penwarden
[CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
|
|
|
bool bSeparateTranslucency = GetInputDesc(ePId_Input3) != 0;
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2015-08-14 11:59:44 -04:00
|
|
|
FShader* VertexShader = 0;
|
|
|
|
|
|
|
|
|
|
if(bFarBlur)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2015-08-14 11:59:44 -04:00
|
|
|
if(bNearBlur)
|
|
|
|
|
{
|
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2911743 on 2016/03/16 by Allan.Bentham
Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359
Cleaned up some ronin integration hacks from ronin.
Change 2912053 on 2016/03/16 by Peter.Sauerbrei
disable Vulkan in Win32 builds for now
#codereview rolando.caloca
#jira UE-28465
Change 2914512 on 2016/03/18 by Dmitriy.Dyomin
Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled
Change 2914944 on 2016/03/18 by Allan.Bentham
Fix es2 tonemap flip. Fixes UE-25148
Change 2915248 on 2016/03/18 by Chris.Babcock
Updates to support NDK r11
#jira UE-28529
#ue4
#android
Change 2919192 on 2016/03/22 by Chris.Babcock
NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices
#jira UE-28408
#ue4
#android
#codereview Jack.Porter
Change 2919591 on 2016/03/23 by Allan.Bentham
Merge ronin's Gaussian DoF to 4.11's dof changes.
Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+.
Added permutation to exclude separate translucency from Gaussian recombine shader when not in use.
#codereview martin.mittring
Change 2920758 on 2016/03/24 by Dmitriy.Dyomin
Fixed: shifting lighting samples octree
https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html
Change 2920793 on 2016/03/24 by Dmitriy.Dyomin
Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value
#jira UE-26426
Change 2920981 on 2016/03/24 by Dmitriy.Dyomin
GPU particles support for iOS Metal (A8+ only)
#jira UE-11067
#jira UE-28514
#codereview Jack.Porter
Change 2921383 on 2016/03/24 by Allan.Bentham
Fix inverted image on device when framebuffer fetch/bViewRectSource is not used.
#codereview jack.porter
Change 2925694 on 2016/03/29 by Dmitriy.Dyomin
Fixed: GPU particles and bloom on S7 Mali
Change 2927065 on 2016/03/29 by Chris.Babcock
Set the DT_SONAME field in linker (stops warning toast)
#ue4
#android
#codereview Jack.Porter
Change 2927375 on 2016/03/30 by Jack.Porter
Fixed localization for placement mode Cube, Sphere, Cylinder and Cone
Change 2928643 on 2016/03/30 by Jack.Porter
Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF
#code_review: allan.bentham
Change 2932773 on 2016/04/04 by Jack.Porter
Reapply android Vulkan version fixes
Change 2932853 on 2016/04/05 by Jack.Porter
Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion
Change 2932998 on 2016/04/05 by Jack.Porter
Native web browser widget on iOS
#jira UEMOB-20
Change 2933420 on 2016/04/05 by Chris.Babcock
Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78)
#jira UE-29066
#pr #2236
#ue4
#android
Change 2934315 on 2016/04/05 by Chris.Babcock
Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony)
#jira UE-23937
#PR #1820
#ue4
#android
#codereview Ryan.Gerleve
Change 2935038 on 2016/04/06 by Chris.Babcock
Fix OpenGLES31 compile error
#ue4
#android
#codereview Jack.Porter
Change 2936288 on 2016/04/07 by Allan.Bentham
Planar reflection captures for mobile. (UE-27426)
Added mobile planar reflection flag to material.
#codereview jack.porter, daniel.wright
Change 2936297 on 2016/04/07 by Allan.Bentham
Missed file. Planar reflection captures for mobile. (UE-27426)
#codereview jack.porter, daniel.wright
Change 2937763 on 2016/04/08 by Dmitriy.Dyomin
Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick)
GitHub #2031
#jira UE-26576
#codereview Jack.Porter
Change 2937863 on 2016/04/08 by Jack.Porter
Merged Ronin CLs 2840392, 2860028
Allow vertex texture fetches on ES2 (requires absolute mip level)
Change 2938461 on 2016/04/08 by Chris.Babcock
Write Android uninstall batch files
#ue4
#android
Change 2939679 on 2016/04/11 by Allan.Bentham
Remove bStationaryLightUsesCSMForMovableShadows from light component's UI.
renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects
#codereview jack.porter, daniel.wright
Change 2939887 on 2016/04/11 by Chris.Babcock
Android ARM64 libraries
#jira UEPLAT-1268
#ue4
#android
Change 2940125 on 2016/04/11 by Chris.Babcock
Added requirements to Arm64 and x86_64 tooltips
Change 2941051 on 2016/04/12 by Allan.Bentham
Fix for inverted RG channels when using filmic tonemapper with ES2.
#codereview jack.porter
Change 2942523 on 2016/04/13 by Chris.Babcock
Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs
#ue4
#android
#codereview Josh.Adams
Change 2942578 on 2016/04/13 by Chris.Babcock
Add cxademangle dependency to Core for Android
#ue4
#android
#codereview Josh.Adams
Change 2942997 on 2016/04/13 by Chris.Babcock
Run Ant with -quiet first and run again without if there is an error for the log
#ue4
#android
#codereview Josh.Adams
Change 2943320 on 2016/04/14 by Jack.Porter
Fixed planar reflection merge errors
Change 2943352 on 2016/04/14 by Jack.Porter
Fix NAME_VULKAN_ES3_1_ANDROID shader format name
#codereview: Rolando.Coloca
Change 2943367 on 2016/04/14 by Dmitriy.Dyomin
Added cvars to add or strip specific GL extensions from a driver reported extensions string
#jira UE-29467
Change 2943425 on 2016/04/14 by Dmitriy.Dyomin
Better logging of MobileHDR mode
Change 2943461 on 2016/04/14 by Dmitriy.Dyomin
Fixing HDR rendering and bloom on Galaxy S7
Change 2943493 on 2016/04/14 by Dmitriy.Dyomin
Better HDR fix for devices with ES3 support
Change 2943855 on 2016/04/14 by Allan.Bentham
Mobile planar reflections.
- currently only supports opaque materials
#codereview jack.porter
Change 2944721 on 2016/04/14 by Chris.Babcock
Allow Vulkan-only Android builds
#ue4
#android
#codereview Allan.Bentham,Jack.Porter
Change 2944771 on 2016/04/14 by Dmitriy.Dyomin
Fixed: mesh particles crash in ES2
Change 2944827 on 2016/04/15 by Dmitriy.Dyomin
Fixed: GPU particles not working on S6 with Android 6.0.1
Change 2944836 on 2016/04/15 by Jack.Porter
Disable FX system calls in forward renderer when particles showflag is off
Change 2944840 on 2016/04/15 by Jack.Porter
Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2.
#codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright
Change 2944914 on 2016/04/15 by Jack.Porter
Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode
Change 2945020 on 2016/04/15 by Gareth.Martin
Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12.
Change 2943560 on 2016/04/14 by Gareth.Martin
Added ability to expand landscape bounds
#jira UE-28928
#jira UE-25230
Change 2943538 on 2016/04/14 by Gareth.Martin
Fix a crash with saving a level >2GB in size.
There may still be other crashes with >2GB levels.
Change 2943477 on 2016/04/14 by Gareth.Martin
Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool
Also moved all the LOD settings together in LandscapeProxy.h because it was messy
Change 2942113 on 2016/04/13 by Gareth.Martin
Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled.
Change 2941030 on 2016/04/12 by Gareth.Martin
Cleanup and commenting
Change 2940994 on 2016/04/12 by Gareth.Martin
Implement random scale option for Landscape Grass.
#jira UE-25743
Change 2940993 on 2016/04/12 by Gareth.Martin
Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent
Change 2940150 on 2016/04/11 by Gareth.Martin
Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform
Change 2940101 on 2016/04/11 by Gareth.Martin
Additional checks for bad static mesh when building the HISMC tree
Change 2945560 on 2016/04/15 by Rolando.Caloca
DM - Fix for newer Vulkan sdks
Change 2945638 on 2016/04/15 by Chris.Babcock
Fix permissions on uninstall script on Mac
#jira UE-29236
#ue4
#android
#lockdown Jack.Porter
Change 2945856 on 2016/04/15 by Rolando.Caloca
DM - vk - Fix mapped allocations on mobile
#lockdown nick.penwarden
[CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
|
|
|
VertexShader = SetDOFRecombineShaderTempl<1, 1>(Context, bSeparateTranslucency);
|
2015-08-14 11:59:44 -04:00
|
|
|
}
|
|
|
|
|
else
|
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2911743 on 2016/03/16 by Allan.Bentham
Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359
Cleaned up some ronin integration hacks from ronin.
Change 2912053 on 2016/03/16 by Peter.Sauerbrei
disable Vulkan in Win32 builds for now
#codereview rolando.caloca
#jira UE-28465
Change 2914512 on 2016/03/18 by Dmitriy.Dyomin
Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled
Change 2914944 on 2016/03/18 by Allan.Bentham
Fix es2 tonemap flip. Fixes UE-25148
Change 2915248 on 2016/03/18 by Chris.Babcock
Updates to support NDK r11
#jira UE-28529
#ue4
#android
Change 2919192 on 2016/03/22 by Chris.Babcock
NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices
#jira UE-28408
#ue4
#android
#codereview Jack.Porter
Change 2919591 on 2016/03/23 by Allan.Bentham
Merge ronin's Gaussian DoF to 4.11's dof changes.
Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+.
Added permutation to exclude separate translucency from Gaussian recombine shader when not in use.
#codereview martin.mittring
Change 2920758 on 2016/03/24 by Dmitriy.Dyomin
Fixed: shifting lighting samples octree
https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html
Change 2920793 on 2016/03/24 by Dmitriy.Dyomin
Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value
#jira UE-26426
Change 2920981 on 2016/03/24 by Dmitriy.Dyomin
GPU particles support for iOS Metal (A8+ only)
#jira UE-11067
#jira UE-28514
#codereview Jack.Porter
Change 2921383 on 2016/03/24 by Allan.Bentham
Fix inverted image on device when framebuffer fetch/bViewRectSource is not used.
#codereview jack.porter
Change 2925694 on 2016/03/29 by Dmitriy.Dyomin
Fixed: GPU particles and bloom on S7 Mali
Change 2927065 on 2016/03/29 by Chris.Babcock
Set the DT_SONAME field in linker (stops warning toast)
#ue4
#android
#codereview Jack.Porter
Change 2927375 on 2016/03/30 by Jack.Porter
Fixed localization for placement mode Cube, Sphere, Cylinder and Cone
Change 2928643 on 2016/03/30 by Jack.Porter
Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF
#code_review: allan.bentham
Change 2932773 on 2016/04/04 by Jack.Porter
Reapply android Vulkan version fixes
Change 2932853 on 2016/04/05 by Jack.Porter
Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion
Change 2932998 on 2016/04/05 by Jack.Porter
Native web browser widget on iOS
#jira UEMOB-20
Change 2933420 on 2016/04/05 by Chris.Babcock
Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78)
#jira UE-29066
#pr #2236
#ue4
#android
Change 2934315 on 2016/04/05 by Chris.Babcock
Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony)
#jira UE-23937
#PR #1820
#ue4
#android
#codereview Ryan.Gerleve
Change 2935038 on 2016/04/06 by Chris.Babcock
Fix OpenGLES31 compile error
#ue4
#android
#codereview Jack.Porter
Change 2936288 on 2016/04/07 by Allan.Bentham
Planar reflection captures for mobile. (UE-27426)
Added mobile planar reflection flag to material.
#codereview jack.porter, daniel.wright
Change 2936297 on 2016/04/07 by Allan.Bentham
Missed file. Planar reflection captures for mobile. (UE-27426)
#codereview jack.porter, daniel.wright
Change 2937763 on 2016/04/08 by Dmitriy.Dyomin
Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick)
GitHub #2031
#jira UE-26576
#codereview Jack.Porter
Change 2937863 on 2016/04/08 by Jack.Porter
Merged Ronin CLs 2840392, 2860028
Allow vertex texture fetches on ES2 (requires absolute mip level)
Change 2938461 on 2016/04/08 by Chris.Babcock
Write Android uninstall batch files
#ue4
#android
Change 2939679 on 2016/04/11 by Allan.Bentham
Remove bStationaryLightUsesCSMForMovableShadows from light component's UI.
renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects
#codereview jack.porter, daniel.wright
Change 2939887 on 2016/04/11 by Chris.Babcock
Android ARM64 libraries
#jira UEPLAT-1268
#ue4
#android
Change 2940125 on 2016/04/11 by Chris.Babcock
Added requirements to Arm64 and x86_64 tooltips
Change 2941051 on 2016/04/12 by Allan.Bentham
Fix for inverted RG channels when using filmic tonemapper with ES2.
#codereview jack.porter
Change 2942523 on 2016/04/13 by Chris.Babcock
Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs
#ue4
#android
#codereview Josh.Adams
Change 2942578 on 2016/04/13 by Chris.Babcock
Add cxademangle dependency to Core for Android
#ue4
#android
#codereview Josh.Adams
Change 2942997 on 2016/04/13 by Chris.Babcock
Run Ant with -quiet first and run again without if there is an error for the log
#ue4
#android
#codereview Josh.Adams
Change 2943320 on 2016/04/14 by Jack.Porter
Fixed planar reflection merge errors
Change 2943352 on 2016/04/14 by Jack.Porter
Fix NAME_VULKAN_ES3_1_ANDROID shader format name
#codereview: Rolando.Coloca
Change 2943367 on 2016/04/14 by Dmitriy.Dyomin
Added cvars to add or strip specific GL extensions from a driver reported extensions string
#jira UE-29467
Change 2943425 on 2016/04/14 by Dmitriy.Dyomin
Better logging of MobileHDR mode
Change 2943461 on 2016/04/14 by Dmitriy.Dyomin
Fixing HDR rendering and bloom on Galaxy S7
Change 2943493 on 2016/04/14 by Dmitriy.Dyomin
Better HDR fix for devices with ES3 support
Change 2943855 on 2016/04/14 by Allan.Bentham
Mobile planar reflections.
- currently only supports opaque materials
#codereview jack.porter
Change 2944721 on 2016/04/14 by Chris.Babcock
Allow Vulkan-only Android builds
#ue4
#android
#codereview Allan.Bentham,Jack.Porter
Change 2944771 on 2016/04/14 by Dmitriy.Dyomin
Fixed: mesh particles crash in ES2
Change 2944827 on 2016/04/15 by Dmitriy.Dyomin
Fixed: GPU particles not working on S6 with Android 6.0.1
Change 2944836 on 2016/04/15 by Jack.Porter
Disable FX system calls in forward renderer when particles showflag is off
Change 2944840 on 2016/04/15 by Jack.Porter
Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2.
#codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright
Change 2944914 on 2016/04/15 by Jack.Porter
Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode
Change 2945020 on 2016/04/15 by Gareth.Martin
Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12.
Change 2943560 on 2016/04/14 by Gareth.Martin
Added ability to expand landscape bounds
#jira UE-28928
#jira UE-25230
Change 2943538 on 2016/04/14 by Gareth.Martin
Fix a crash with saving a level >2GB in size.
There may still be other crashes with >2GB levels.
Change 2943477 on 2016/04/14 by Gareth.Martin
Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool
Also moved all the LOD settings together in LandscapeProxy.h because it was messy
Change 2942113 on 2016/04/13 by Gareth.Martin
Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled.
Change 2941030 on 2016/04/12 by Gareth.Martin
Cleanup and commenting
Change 2940994 on 2016/04/12 by Gareth.Martin
Implement random scale option for Landscape Grass.
#jira UE-25743
Change 2940993 on 2016/04/12 by Gareth.Martin
Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent
Change 2940150 on 2016/04/11 by Gareth.Martin
Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform
Change 2940101 on 2016/04/11 by Gareth.Martin
Additional checks for bad static mesh when building the HISMC tree
Change 2945560 on 2016/04/15 by Rolando.Caloca
DM - Fix for newer Vulkan sdks
Change 2945638 on 2016/04/15 by Chris.Babcock
Fix permissions on uninstall script on Mac
#jira UE-29236
#ue4
#android
#lockdown Jack.Porter
Change 2945856 on 2016/04/15 by Rolando.Caloca
DM - vk - Fix mapped allocations on mobile
#lockdown nick.penwarden
[CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
|
|
|
{
|
|
|
|
|
VertexShader = SetDOFRecombineShaderTempl<1, 0>(Context, bSeparateTranslucency);
|
2015-08-14 11:59:44 -04:00
|
|
|
}
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2911743 on 2016/03/16 by Allan.Bentham
Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359
Cleaned up some ronin integration hacks from ronin.
Change 2912053 on 2016/03/16 by Peter.Sauerbrei
disable Vulkan in Win32 builds for now
#codereview rolando.caloca
#jira UE-28465
Change 2914512 on 2016/03/18 by Dmitriy.Dyomin
Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled
Change 2914944 on 2016/03/18 by Allan.Bentham
Fix es2 tonemap flip. Fixes UE-25148
Change 2915248 on 2016/03/18 by Chris.Babcock
Updates to support NDK r11
#jira UE-28529
#ue4
#android
Change 2919192 on 2016/03/22 by Chris.Babcock
NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices
#jira UE-28408
#ue4
#android
#codereview Jack.Porter
Change 2919591 on 2016/03/23 by Allan.Bentham
Merge ronin's Gaussian DoF to 4.11's dof changes.
Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+.
Added permutation to exclude separate translucency from Gaussian recombine shader when not in use.
#codereview martin.mittring
Change 2920758 on 2016/03/24 by Dmitriy.Dyomin
Fixed: shifting lighting samples octree
https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html
Change 2920793 on 2016/03/24 by Dmitriy.Dyomin
Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value
#jira UE-26426
Change 2920981 on 2016/03/24 by Dmitriy.Dyomin
GPU particles support for iOS Metal (A8+ only)
#jira UE-11067
#jira UE-28514
#codereview Jack.Porter
Change 2921383 on 2016/03/24 by Allan.Bentham
Fix inverted image on device when framebuffer fetch/bViewRectSource is not used.
#codereview jack.porter
Change 2925694 on 2016/03/29 by Dmitriy.Dyomin
Fixed: GPU particles and bloom on S7 Mali
Change 2927065 on 2016/03/29 by Chris.Babcock
Set the DT_SONAME field in linker (stops warning toast)
#ue4
#android
#codereview Jack.Porter
Change 2927375 on 2016/03/30 by Jack.Porter
Fixed localization for placement mode Cube, Sphere, Cylinder and Cone
Change 2928643 on 2016/03/30 by Jack.Porter
Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF
#code_review: allan.bentham
Change 2932773 on 2016/04/04 by Jack.Porter
Reapply android Vulkan version fixes
Change 2932853 on 2016/04/05 by Jack.Porter
Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion
Change 2932998 on 2016/04/05 by Jack.Porter
Native web browser widget on iOS
#jira UEMOB-20
Change 2933420 on 2016/04/05 by Chris.Babcock
Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78)
#jira UE-29066
#pr #2236
#ue4
#android
Change 2934315 on 2016/04/05 by Chris.Babcock
Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony)
#jira UE-23937
#PR #1820
#ue4
#android
#codereview Ryan.Gerleve
Change 2935038 on 2016/04/06 by Chris.Babcock
Fix OpenGLES31 compile error
#ue4
#android
#codereview Jack.Porter
Change 2936288 on 2016/04/07 by Allan.Bentham
Planar reflection captures for mobile. (UE-27426)
Added mobile planar reflection flag to material.
#codereview jack.porter, daniel.wright
Change 2936297 on 2016/04/07 by Allan.Bentham
Missed file. Planar reflection captures for mobile. (UE-27426)
#codereview jack.porter, daniel.wright
Change 2937763 on 2016/04/08 by Dmitriy.Dyomin
Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick)
GitHub #2031
#jira UE-26576
#codereview Jack.Porter
Change 2937863 on 2016/04/08 by Jack.Porter
Merged Ronin CLs 2840392, 2860028
Allow vertex texture fetches on ES2 (requires absolute mip level)
Change 2938461 on 2016/04/08 by Chris.Babcock
Write Android uninstall batch files
#ue4
#android
Change 2939679 on 2016/04/11 by Allan.Bentham
Remove bStationaryLightUsesCSMForMovableShadows from light component's UI.
renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects
#codereview jack.porter, daniel.wright
Change 2939887 on 2016/04/11 by Chris.Babcock
Android ARM64 libraries
#jira UEPLAT-1268
#ue4
#android
Change 2940125 on 2016/04/11 by Chris.Babcock
Added requirements to Arm64 and x86_64 tooltips
Change 2941051 on 2016/04/12 by Allan.Bentham
Fix for inverted RG channels when using filmic tonemapper with ES2.
#codereview jack.porter
Change 2942523 on 2016/04/13 by Chris.Babcock
Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs
#ue4
#android
#codereview Josh.Adams
Change 2942578 on 2016/04/13 by Chris.Babcock
Add cxademangle dependency to Core for Android
#ue4
#android
#codereview Josh.Adams
Change 2942997 on 2016/04/13 by Chris.Babcock
Run Ant with -quiet first and run again without if there is an error for the log
#ue4
#android
#codereview Josh.Adams
Change 2943320 on 2016/04/14 by Jack.Porter
Fixed planar reflection merge errors
Change 2943352 on 2016/04/14 by Jack.Porter
Fix NAME_VULKAN_ES3_1_ANDROID shader format name
#codereview: Rolando.Coloca
Change 2943367 on 2016/04/14 by Dmitriy.Dyomin
Added cvars to add or strip specific GL extensions from a driver reported extensions string
#jira UE-29467
Change 2943425 on 2016/04/14 by Dmitriy.Dyomin
Better logging of MobileHDR mode
Change 2943461 on 2016/04/14 by Dmitriy.Dyomin
Fixing HDR rendering and bloom on Galaxy S7
Change 2943493 on 2016/04/14 by Dmitriy.Dyomin
Better HDR fix for devices with ES3 support
Change 2943855 on 2016/04/14 by Allan.Bentham
Mobile planar reflections.
- currently only supports opaque materials
#codereview jack.porter
Change 2944721 on 2016/04/14 by Chris.Babcock
Allow Vulkan-only Android builds
#ue4
#android
#codereview Allan.Bentham,Jack.Porter
Change 2944771 on 2016/04/14 by Dmitriy.Dyomin
Fixed: mesh particles crash in ES2
Change 2944827 on 2016/04/15 by Dmitriy.Dyomin
Fixed: GPU particles not working on S6 with Android 6.0.1
Change 2944836 on 2016/04/15 by Jack.Porter
Disable FX system calls in forward renderer when particles showflag is off
Change 2944840 on 2016/04/15 by Jack.Porter
Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2.
#codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright
Change 2944914 on 2016/04/15 by Jack.Porter
Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode
Change 2945020 on 2016/04/15 by Gareth.Martin
Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12.
Change 2943560 on 2016/04/14 by Gareth.Martin
Added ability to expand landscape bounds
#jira UE-28928
#jira UE-25230
Change 2943538 on 2016/04/14 by Gareth.Martin
Fix a crash with saving a level >2GB in size.
There may still be other crashes with >2GB levels.
Change 2943477 on 2016/04/14 by Gareth.Martin
Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool
Also moved all the LOD settings together in LandscapeProxy.h because it was messy
Change 2942113 on 2016/04/13 by Gareth.Martin
Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled.
Change 2941030 on 2016/04/12 by Gareth.Martin
Cleanup and commenting
Change 2940994 on 2016/04/12 by Gareth.Martin
Implement random scale option for Landscape Grass.
#jira UE-25743
Change 2940993 on 2016/04/12 by Gareth.Martin
Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent
Change 2940150 on 2016/04/11 by Gareth.Martin
Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform
Change 2940101 on 2016/04/11 by Gareth.Martin
Additional checks for bad static mesh when building the HISMC tree
Change 2945560 on 2016/04/15 by Rolando.Caloca
DM - Fix for newer Vulkan sdks
Change 2945638 on 2016/04/15 by Chris.Babcock
Fix permissions on uninstall script on Mac
#jira UE-29236
#ue4
#android
#lockdown Jack.Porter
Change 2945856 on 2016/04/15 by Rolando.Caloca
DM - vk - Fix mapped allocations on mobile
#lockdown nick.penwarden
[CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
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VertexShader = SetDOFRecombineShaderTempl<0, 1>(Context, bSeparateTranslucency);
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2014-03-14 14:13:41 -04:00
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}
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2015-08-04 19:33:26 -04:00
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DrawPostProcessPass(
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2014-06-12 07:13:34 -04:00
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Context.RHICmdList,
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2014-03-14 14:13:41 -04:00
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0, 0,
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View.ViewRect.Width(), View.ViewRect.Height(),
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2015-08-04 19:33:26 -04:00
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HalfResViewRect.Min.X, HalfResViewRect.Min.Y,
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2014-03-14 14:13:41 -04:00
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HalfResViewRect.Width(), HalfResViewRect.Height(),
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View.ViewRect.Size(),
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TexSize,
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2015-08-14 11:59:44 -04:00
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VertexShader,
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2015-08-04 19:33:26 -04:00
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View.StereoPass,
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Context.HasHmdMesh(),
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2014-03-14 14:13:41 -04:00
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EDRF_UseTriangleOptimization);
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2015-08-14 11:59:44 -04:00
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2014-06-12 07:13:34 -04:00
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Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
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2014-03-14 14:13:41 -04:00
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}
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FPooledRenderTargetDesc FRCPassPostProcessDOFRecombine::ComputeOutputDesc(EPassOutputId InPassOutputId) const
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{
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2015-07-06 18:04:49 -04:00
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FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
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2014-03-14 14:13:41 -04:00
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Ret.Reset();
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2015-10-19 12:43:29 -04:00
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Ret.AutoWritable = false;
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2014-03-14 14:13:41 -04:00
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Ret.DebugName = TEXT("DOFRecombine");
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2016-03-16 21:16:51 -04:00
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Ret.ClearValue = FClearValueBinding(FLinearColor::Black);
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2014-03-14 14:13:41 -04:00
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return Ret;
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2016-03-16 21:16:51 -04:00
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}
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